Base Class: Paladin
The Tenets of the Oath of the Fallen Forest are tied to the nature of the forest lands. The tenets are as follows:
1. The Forest is full of darkness, but it is not to be filled with evil.
2. There is beauty in birth, there is beauty in death, there is beauty in decay.
3. The Forest is a network - everything is connected.
4. The Wild creatures are the true state of being. Civilization is a mask.
Level 3: Root Connection
Using one charge of your Channel Divinity, you may peer into the network of the forest for the duration of 1 minute. You can sense all creatures in a 60 foot radius around you and accurately gauge their size. Additionally, you can also sense sources of magic in the same 60 foot radius. If you are not in a forested area, this ability functions the same way, however the radius of sense is reduced to 30 feet.
Level 3: Oath of the Fallen Forest 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 Fallen Forest Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | False Life, Entangle |
| 5 | Barkskin, Gentle Repose |
| 9 | Conjure Animals, Speak with Plants |
| 13 | Aura of Life, Blight |
| 17 | Commune with Nature, Insect Plague |
Level 3: Turn the Cursed
As an action, you present your holy symbol and speak a prayer, using on charge of your Channel Divinity. Each cursed creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.
Level 7: Aura of Birdsong
While in the forest (or any forest) you are granted 60 feet of Darkvision, are not affected by difficult terrain and have advantage on perception, investigation, survival and nature checks.
Level 15: Death Rattle
Starting at 15th level, when you are reduced to 0 hit points, you instead drop to 1 hit point and as a reaction, cry out with all the wrath of the forest. All creatures within 30 feet of you must make a Wisdom saving throw or be stunned until the end of their next turn. Additionally, you have advantage on your next roll.
Level 20: Primal Defender
At 20th level, you can assume the form of a mystic entity of the woods, taking on appearance you choose. For example, antlers may sprout from your head, or fangs from your mouth or owl's wings, from your back, or you may become encased in roots, leaves or thorns.
Using your action, you undergo this transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
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