Paladin
Base Class: Paladin

The Oath of the Forest calls to those who feel a deep, spiritual connection to the natural world and who are devoted to Silvanus, the Forest Father. These paladins are the eternal guardians of the wild, committed to protecting the untamed beauty and balance of nature. They are known as the Forest’s Wardens, and they take on the mantle of defenders of the wilderness, using their divine powers to shield the forests, rivers, and creatures that inhabit them.

Paladins who swear this oath often adorn their armor and weapons with symbols of nature—leaves, vines, animal motifs—to reflect their sacred duty. They draw their strength from the wild places of the world, channeling the primal forces of nature to aid in their cause.

Channel Divinity

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

Nature's Grasp. As an action, you can use your Channel Divinity to call forth vines from the ground to ensnare a foe. A creature within 10 feet of you must succeed on a Strength or Dexterity saving throw (its choice) or be restrained by the vines. While restrained, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Expel the Despoilers. As an action, you present your holy symbol and echo the wrath of the forest. Each aberration, fiend, or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns moving as far away from you as possible, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Forest Spells
Paladin Level Spells

3rd

entangle, goodberry

5th

barkskin, spike growth

9th

plant growth, wind wall

13th

stone shape, dominate beast

17th

tree stride, commune with nature

 

Aura of Vitality

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against poison and disease. Additionally, whenever a creature in your aura regains hit points from a spell or ability, they regain additional hit points equal to your Charisma modifier (minimum of 1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Eternal Guardian

Beginning at 15th level, you are always under the effects of the barkskin spell while you are not wearing armor. Additionally, when you are reduced to 0 hit points and not killed outright, you can drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Avatar of the Forest

At 20th level, you can assume the form of a mighty forest guardian. Your whole body and armor turn into a wood-like texture and branches, vines, leaves, and flowers start growing from you. You can choose to increase your size by up to 5ft to a maximum of 12ft at the beginning of the transformation.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have resistance to all damage except psychic and fire damage, which you will be vulnerable to.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Oath Of The Forest Image

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