Paladin
Base Class: Paladin

The oath of betrayers calls to those who believe the higher gods have gone too far and that the land should be returned to those who it belongs. These paladins believe that gods above have forsaken the land, and they should no longer be allowed to hold power.

These guardians get their power from trapped gods who use their combined might to give them the same holy power of the god given.

Tenants of the betrayers

Land about. The land we walk was once not ours and we should forfeit the land to those who made it.

Power of many. Though one man can make a path many men can make a city.

Trust the owners. The guidance of a strong breeze. The rumbling warnings of a coming storm. Land is a source of portent and council that should be heeded.

No mercy for the gifted. Those gifted by higher gods have no need for mercy if their gods are watching they shall be saved.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

shield, fog cloud

5th

barkskin, pass without trace

9th

erupting earth, wall of sand*

13th

guardian of nature, stone shape

17th

commune with nature, maelstrom*

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Words from below. When you use this channel divinity you present your holy symbol and any celestial or holy creature within sight, make a charisma saving throw with the DC of your spell saving throw. If they fail, they become marked.

When you make an attack role against a marked creature it has a +5 to hit and  the target takes {{modifier:cha}} psychic damage.

Earth Shift. You move the ground underneath a number of creatures (up to your proficiency bonus) you can see. If unwilling, they must make a Dexterity save, or be moved 20 feet in any direction.

Aura of Nature

Starting at 7th level, you imbue your allies with knowledge of the land. Allies within 10 feet of you don’t lose movement speed on difficult terrain and have advantage on nature and survival checks.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Beloved by earth

At 15th level, you gain the following bonuses

  • You do not take fall damage when landing on natural ground.
  • When starting your turn on natural ground, your land speed is increased by 10 feet.
  • You gain resistance to non-magical acid, fire, and poison damage.

Champion of the land

At 20th level, you can use an action to call upon natures aid.

For the next ten minutes you gain resistance to all damage and all land within 30 feet of you becomes difficult terrain.

You also gain advantage for any saving throw or skill check caused by a celestial or god and have advantage on attacks rolls against them.

Once you use this feature, you can’t use it again until you finish a long rest.

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