Base Class: Paladin
You swear an oath to protect the innocence of nature. You are able to use your paladin abilities with one small caveat, when you smite your opponent or use your channel divinity you cause a burst of wild magic from the wild magic table.
A fun spin off of the wild magic subclasses. The oath to protect nature is a serious one that can be broken by destroying the natural order. You shall harm no innocent beast of nature, you only eat meat of animals killed in self defense. You gain access to druidic spells as part of this subclass as well.
Oath Spells
At level 3 when you choose the Oath of Nature you gain access to Druidic Spells as you become more attuned with nature.
Channel Divinity
NATURALLY ATTUNED- as a bonus action, you may call upon your holy symbol to summon a shelter from the roots and stems of nearby trees and plants. This shelter will protect you from any weather condition but does not prevent you from attack encounters.
NATURES WRATH-as an action, you may call upon your holy symbol to summon roots and vines to entangle an enemy of your choosing. A DC18 Dex check must be made by your targeted enemy. If this is failed they are restrained by vines and roots and unable to move or attack until they pass the DC18 check.
Winds of War
At 7th level you have further attuned your call with nature. You may call upon the winds of nature to propel you. You gain 30 feet of flight. If you end your turn suspended in air you will immediately fall to the ground at the start of your next turn. You may only summon the winds with both feet firmly planted n the ground.
Wild Magic Counterspell
At 15th level, you can counterspell any spell cast at you once per long rest. The spell immediately disseminates but causes a roll on the wild magic table immediately.
Natures Alliance
At level 20 you have become one with Nature. As such you gain the ability to wild shape as your druidic roots take hold you may transform once per long rest into a cr10 or lower creature that you have defeated.
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