Base Class: Paladin
Similar in nature to the oath of ancients that other paladins take, this oath is one taken by those who feel compelled to take responsibility to guard all that is natural. They may find themselves part of a druidic order, or perhaps involved in a ranger enclave. They see themselves as ones who become one with nature in order to better defend it.
These Paladins share the following tenets:
- Enforce the law of nature.
- Strive to remove any blight.
- Show discipline at every turn.
Nature's Servant
As a Magic Action, you can expend one of your uses of Channel Divinity to cast the Find Familiar spell without Material components. When you cast the spell this way, you gain the following benefits:
- As a Bonus Action, you can command the familiar to take the Attack action.
- Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Radiant damage instead.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
Study of Nature
Your mystical connection to nature gives you a bonus to your Intelligence (Nature) and Wisdom (Animal Handling) checks. The bonus equals your Charisma modifier (minimum bonus of +1). You also know Druidic, the secret language of Druids. Finally, You can use a Druidic Focus as a Spellcasting Focus for your Paladin spells.
Oath of the Wilds Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Wilds Spells table, you thereafter always have the listed spells prepared.
Oath of the Wilds Spells
| Paladin Level | Spells |
|---|---|
| 3 | Ensnaring Strike, Speak with Animals, Druidcraft |
| 5 | Locate Animals or Plants, Summon Beast |
| 9 | Plant Growth, Spirit Guardians |
| 13 | Grasping Vine, Guardian of Faith |
| 17 | Commune with Nature, Awaken |
Aura of Stewardship
At level 7, you, as well any beasts and fey in your Aura of Protection, deal extra Radiant damage equal to your Charisma modifier (minimum of +1) whenever they deal damage with a melee attack.
Unstopable Force
At level 15, Your movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce your Speed nor cause you to have the Paralyzed or Restrained conditions. You also have a Swim Speed and Climb Speed equal to your Speed.
You also no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as meditating or keeping watch.
Finally, you cannot be aged by magic, and for every three years that pass, your body only ages one year.
Immovable Object
At level 20, you learn to manifest the will of the land, ensuring natural law is enforced. As a Bonus Action, you gain the benefits below for 1 minute. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
- You can cast any spell of levels 1 through 5 from the druid spell list as a Paladin Spell, and you needn't have that spell prepared. Casting a spell this way follows all other rules of spellcasting, such as consuming a spell slot.
- You cannot be forcibly moved against your will.
- Enemy creatures have disadvantage on attack rolls against you and any allied creatures in your Aura of Protection
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