Paladin
Base Class: Paladin

 Oath of the Orchard paladins swear themselves to the cultivation of the natural world. They are teachers and protectors, committed to bringing up the youth, whether that youth is a up and coming adventurer or a budding flower. 

Tenants of the Orchard

A paladin who assumes themselves to the Orchard must swear to uplift those around them.

  • Community. Those around you are the most precious, you must keep them safe.
  • Cultivation. If you see a promising pupil, it is your duty to lead them down the right path.
  • Kindness. A tender and loving heart is the least you can give to any that cross through your orchard.

Level 3: Oath of the Orchard 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 Orchard Spells table, you thereafter always have the listed spells prepared.

Oath of the Orchard Spells
Paladin Level Spells
3 Goodberry, Entangle
5 Maximillian's Earthen Grasp, Wither and Bloom
9 Conjure Animals, Speak with Plants
13 Grasping Vine, Guardian of Nature
17 Bigby's Hand, Hold Monster

Level 3: The Orchards Embrace

As a Magic action, you can expend one use of your Channel Divinity to conjure vines around a creature. Choose a creature that you can see within 90 feet of yourself. The target must succeed on a Strength saving throw or be pulled directly in front of you and be Grappled by you for 1 minute. A Grappled creature can repeat the save as an Action, ending the effect on itself on a success.

Level 7: Aura of Cultivation

At the beginning of each of your turns, you and allies in your Aura of Protection gain a number of Temporary Hit Points equal to 1d6 plus your Charisma Modifier.

Level 15: Tightened Grasp

Creatures Grappled or Restrained by you or an effect you control can either take an Action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action.

Call the Orchard

As a Magic action, you cause a 10-foot wide and 30-foot tall fruit tree on the ground within 120 feet of yourself. The tree has a 60-foot emanation around it. It lasts there for 10 minutes or until you have the Incapacitated condition or die. When you take this action choose any number of creatures to be considered allies of the tree.

Non-allies move through the emanation as though it was difficult terrain and the first time a non-ally creature moves through the area on its turn it makes a Strength saving throw or be Restrained for 1 minute. A creature restrained this way repeats the save at the end of its turn, ending the effect on itself on a success.

Whenever an ally enters the emanation for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet and opportunity attacks made against them have disadvantage until the end of their next turn. They also regain 1d10 plus your Paladin level hit points.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you complete a Long rest.

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