Base Class: Paladin
To pledge yourself to death, is often to pledge yourself to causing ruin and bringing pain to those before you in the name of your god. The Keeper of the garden, Tia, is about as far as you can get from that image of death. Few dedicate themselves to her and even fewer still are accepted to receive her divine blessing, she is known to be harsh in her judgement and quick to revoke her blessings if she believes a persons oath is being in any way tarnished. Though, to keep her blessing is to wield the power of the garden, to be promised a place amongst the peaceful land of her domain once ones time on this plane comes to an end.
Tenants of The Garden:
- Do not speak ill of Tia or her siblings, respect their judgement of the dead
- Respect the dead as you would the living, do not engage in the act of necromancy
- Do not stand for the ways of Tyrants, to align with a brutal ruler is to align with the ones who ended Tia's family
- Honour the act of killing, death should not be a show, it should be a private matter between the one leaving this world and the sibling arriving to collect them
Oath Spells
The Garden grants access to spells aimed at keeping the Paladin's party alive and well, while also allowing them to summon forth the Wisps that call The Garden home.
- 3rd: Bless, Cure Wounds
- 5th: Aid, Lesser Restoration
- 9th: Spirit Guardians (Visually using wisps in place of the spirits
- 13th: Remove Curse, Wisp Smite
- 18th: Power Word Heal,
Channel Divinity
When taking the oath of The Garden at 3rd level you gain the following options for your Channel Divinity:
- The Garden's Aid - As an action you speak a prayer to the inhabitants of the Garden, summoning forth three Blessed Wisps* to fight alongside you for the next 1d6 turns. These wisps act on their own initiative under your control. When they are killed, or their time expires the wisp will burst into a small cloud, healing anyone within 5 feet for 1d6 + Your Paladin level
- Face your fate - As an action you present your holy symbol and speak a prayer to the siblings of death, any undead within 30 feet of you will be hit with one of the following four effects (d4 to determine the effect)
- 1 - Every undead in range is held in place by stone grasping around their legs for 1d4 turns
- 2 - Every undead in range is struck for 1d8 bludgeoning damage and are rendered prone
- 3 - Every undead in range is hit with 1d6 radiant and 3d6 cold damage
- 4 - For every undead in range you are healed 1d4 hit points, any healing over your maximum hit points is converted to temporary hit points with a max of 20
*For Blessed Wisps Use the Will-o'wisp stat block with the following amendments:
-Cannot use consume life
-Is immune to necrotic damage
Sisters Aura
Starting from 7th level you and any friendly creature within ten feet of you become resistant to necrotic damage while you remain conscious.
At 18th level this range expands to 30 feet.
Spare the living
From 15th level while you are below half of your maximum hit points, you and any allies within ten feet are affected by the spell Beacon of Hope. This effect will last until you return to above half of your maximum HP.
Wisp Aura
Starting from 15th level, any aura effects you have are also applied to all wisps you have summoned through any means. They will receive the same Aura buffs and range as you allowing them to apply these Aura's to anyone within range of them. The wisps will retain the effects of your Aura even if your fall unconscious so long as you remain alive.
The wisps also become aware enough to differentiate between allies and enemies, no longer healing any enemies of the paladin who summoned them when they burst.
Aura effects from the wisps cannot stack.
Through life bring death
Rate your holy symbol and invoke Tia's blessing, for the next ten turns gain the following effects.
Whenever you heal an ally for more than ten hit points you can cast Wisp Smite on up to five targets without the use of an action or costing a spell slot on any enemies within range of your Aura's (This includes any Aura's from your wisps). Multiple Smite's cannot target the same enemy.
If you were to be reduced to zero hit points during this effect, instead you are set to 1 hit point, ending this effect and causing all wisps you have summoned to explode. All wisps destroyed in this way will heal you no matter their range.
You can use this feature once per long rest.
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