Paladin
Base Class: Paladin

Most paladins who take the Oath of the Wilds believe in nature rather than a god or monarch. They have an intense relationship with the world around them and strive to maintain the natural order of things. They understand the circle of life and that the only way to maintain the natural order is to take only what you can give back.

Level 3: Wild Unarmed Strike

When you take this Oath at 3rd leve, your unarmed strikes are imbued with the power of nature and are considered magical.

Level 3: Channel Divinity

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

Protect the Natural

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fiend or abomination 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 trying to move as far away from you as it can, 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned

Wild Weapon

You imbue your weapon with the power of nature for one minute. When you choose this Channel Divinity option, you add your CHA modifier to your attack rolls and when you hit a creature with this weapon, vines whip from the weapon and try to restrain the creature. The creature must succeed on a DEX save equal to your spell save (minimum 10) or become restrained for one minute or until they succeed on a STR saving throw equal to your spell save (minimum 10) which they can make as an action at the start of their turn.

Level 7: Natural Protector

By 7th level, your affinity to protect the natural order extending to your allies. You and allies within 10 ft of you have advantage on saves against spells. Additionally, you have advantage on any attacks against fiends and abominations.

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

Level 15: Savage Protector

Starting at 15th level, your attacks are imbued with the wrath of nature, dealing an extra 2d6 fire damage on each attack.

Additionally, if you would drop to zero hit points and are not killed outright, you may choose to drop to one hit point instead. This ability can only be used once per long rest.

Level 20: Nature's Champion

At 20th level, you can wild shape as an action into a creature up to CR 10. When you choose to do this, anyone within a 20 ft radius that you can see must make a WIS saving throw equal to your spell save or become frightened for 1 minute, making the save again at the beginning of each of their turns. Additionally, you can still cast spells as normal while wild shaped.

While wild shaped, you are immune to the charmed and frightened condition.

 

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