Base Class: Paladin
The oath of the verdant blade calls to Paladins with a deeper connection to nature, frequently seen adorning their armor in leaves and flowers, clad in deep emerald clothing and wearing horned pauldrons and helmets with antlers.
Whether you swore your life to an ancient primordial entity of the wilds, to a druid that saved your life, or are part of a knight order dedicated to watching over nature and spreading its ancient beauty, these paladins wield druidic magic and fight with flowers and thorns.
Tenets of the Verdant Blade
Watch the Garden. It is your duty to guard and tend to the harmonic masterpiece of nature and its myriad of diverse beauty.
Reap the Weeds. Insidious agents hide even in the lushest of gardens. You must find them and rip them by the root.
Sow the Flowers. You shall nurture life and cultivate growth, bring forth a cornucopia to yourself and everyone around you.
Oath Spells
You gain oath spells at the paladin levels listed.
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Paladin Level |
Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Emissary
Beginning when you first take this oath at 3rd level, you emanate an aura of druidic magic due to your connection to nature. This aura extends 10 feet from you in all directions, and you can comprehend and verbally communicate with beasts and plants within the radius. This doesn't give them additional sentience or consciousness. At 18th level, this aura increases to 30 feet.
In addition, you learn the druidcraft cantrip if you don't know it already, and Charisma is your spellcasting ability modifier for the spell.
Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options.
Mantle of Thorns. As a bonus action, you can choose up to a number of creatures equal to your proficiency bonus within 30 feet of you, other than yourself; calling upon the wilds and granting youself and your allies druidic protection, expending your Channel Divinity. The chosen creatures and yourself gain temporary hit points equal to half your paladin level + your Charisma modifier, and for the next minute, once per turn, whenever the chosen creatures take damage from a source within 10 feet of them, the source of that damage takes magical piercing damage equal to half your paladin level + your proficiency bonus.
Floral Restoration. As an action, you can choose an unoccupied space you can see within 30 feet of you, causing a Large spectral flower to suddenly grow with druidic magic and expending your Channel Divinity. When you do, plants within a 10-foot-radius centred on the flower become enriched for 1 week, yielding twice the normal amount of food when harvested and immediately becoming lively and colourful. Additionally, creatures of your choice regain hit points equal to your paladin level + your Charisma modifier. At the beginning of your next turn they regain hit points equal to your paladin level + your Charisma modifier again, after which the flower disappears.
Verdant Grip
Starting at 7th level, you can call upon greenery of the wilds to pull your allies to safety. As a reaction to an allied creature within a number of feet equal to 5 + your Aura of the Emissary radius ending their turn there or being damaged, you can conjure vines to pull and forcibly move them to an unoccupied space within your Aura of the Emissary.
Afterwards, the creature regains hit points equal to half your paladin level + your Charisma modifier, and if they are poisoned, charmed, frightened or stunned, the condition ends on them.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and one expended use when you finish a short rest.
Entangling Burst
At 15th level, you may have the druidic power you command jolt out whenever you use your Verdant Grip feature, your Divine Smite feature or your Channel Divinity (no action required). The first creature in a 15 feet long line originating from you in a direction you choose must succeed on a Dexterity saving throw against your spell save DC. On a failed save, they are forcibly pulled 5 feet towards you, and on their next turn, their speed is reduced by 10 feet and they can't teleport or use interplanar travel.
Knight of Flowers
At 20th level, you can transform yourself into a champion of druidic magic, a verdant beacon and protector. As an action, you can gain the following benefits for 1 hour:
- You may use a bonus action on your turn to activate both your Floral Restoration and your Mantle of Thorns features, expending your Channel Divinity.
- Whenever a creature regains hit points via one of your class features or spells, you may have them gain temporary hit points equal to half the amount of regained hit points (rounded down).
- Whenever an allied creature gains temporary hit points via one of your features and spells, choose one damage type amongst bludgeoning, piercing and slashing. For as long as the creature has temporary hit points, they have resistance to that damage type.
You can use this feature once, regaining the ability to use it again when you finish a long rest.
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