Paladin
Base Class: Paladin

The Sworn are, simply put, the strongest children the Mother has - whom she has entrusted the power to protect their siblings. Her Sworn and her followers place a great emphasis on protecting and cultivating the growth of all people - especially children. Such is displayed in their statues, where an infraction such as hitting a child is identical in punishment to an attempted murder.

Aside from their intense belief in the cultivation of people, the Sworn of Soil are also known for their vast farmlands and timbering fields, which many villages rely on near wholly as their source of food or shelter. Very uncommonly do villages repay this kindness, though it seems not to matter, as no rumor has ever surfaced of the Sworn extorting, pillaging, or ransoming for wealth in return.

The Soil Sworn follow lose rules, with the understanding that the room given for interpretation exists to allow various forms of love to be used. The tennants that are written are as follows:

  • Share the Plenty - The Shelf is a place of abundant bounty, as the Mother willed it. There is nothing that there is not enough of. So distribute what you can - especially to those that need it.
  • Love the Siblings - All daughters and sons are your sisters and brothers; they must never forget that their Mother loves them. And if they do, you shall love in her place.
  • Leave Empty Graves - For no purpose should you ever bring a child of the Mother to death, or allow them to be brought to death by any preventable means.
  • Familial Obligation - Any person whom you or your allies have restrained, captured, or otherwise apprehended must be protected from serious harm until they are released in a safe location with the nessecary utilities or tools to survive.

Level 3: Spells of the Soil Sworn

The Mother has entrusted you with responsibility, and the magic to see it through. She ensures you always have certain spells ready, and when you reach a Paladin level specified in the Oath of Soil Sworn Spells table, you have the listed spells prepared without them counting against your prepared Paladin spells.

Oath of Devotion Spells
Paladin Level Spells
3 Entangle, Shield
5 Enlarge/Reduce, Spike Growth
9 Mass Healing Word, Slow
13 Grasping Vine, Stone Shape
17 Hold Monster, Wall of Stone

Level 3: Boulders' Grasp

When you perform a Strength (Athletics) check or contest, you can expend one use of Channel Divinity to imbue yourself with positive energy. For 10 minutes or until you use this feature again, you add {{modifier:cha@min:1}} or {{modifier:wis@min:1}} to rolls made for any Strength (Athletics) check or contest. If the check or contest is for the purpose of grapling a target, if you succeed, you restrain them instead if your Channel Divinity is active. 

Humaniod creatures that you or your allies have restrained are under your protection, and you cannot allow them to face unreasonable harm or danger.

You can end this effect early (no action required), and it ends early if you become incapacitated.

Level 3: Wisdom is Grace

Upon taking this Oath at 3rd level, your Charisma is tethered to your Wisdom, or your Wisdom to your Charisma - your choice, which you can choose again each time you take a Paladin level. For whichever you choose, the score that is tethered is four less than the score of the ability it is tethered to, unless the score that would be changed is higher than that amount it would be changed to when making this choice.

Charisma Tethered to Wisdom

If this choice is made, your Charisma score is now equal to four less than your Wisdom score, unless your Charisma score would otherwise be higher if this choice had not been made, in which case this choice takes no effect.

Wisdom Tethered to Charisma

If this choice is made, your Wisdom score is now equal to four less than your Charisma score, unless your Wisdom score would otherwise be higher if this choice had not been made, in which case this choice takes no effect.

Level 7: Aura of Soil

In a 30 foot radius centured on you, there is an arua - which smells of something plesent of your choosing, like pine needles or grass. You and your allies have Immunity to the Poisoned condition while in your Aura of Soil. If a Poisoned ally enters the aura, that condition has no effect on that ally while there.

If you die, the scent of the arua persists for 1d8+{{modifier:wis@min:1}}.

Level 15: Rocky Smite

Your smite is now a comandment of the earth - breaking either it or bones. Whenever you cast Divine Smite, you may may give creatures of your choosing Half Cover while in your Aura of Soil. The aura has this benefit until the start of your next turn.

Additionaly, whenever you cast Divine Smite, you can choose to have it deal bludgeoning damage instead of radiant damage. 

Level 20: The Ascended Child

As a Bonus Action, you can mature your body, granting the benefits below for 10 minutes or until you end them (no action required). 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 (or extend it it by ten minutes) by expending a level 5 spell slot (no action required).

Body of Rock. You have Advantage on any Strength saving throw, check or contest.

Body of Soil. You grow one size larger, and your Constitution score raises by 4, to a maximum of 30. Additionaly, while you are Large or larger, you cannot be restrained or grappled. 

Mind of Magma. Whenever an enemy starts its turn in your aura, that creature takes fire damage equal to your {{modifier:cha@min:1}} + {{modifier:wis@min:1}} + your Proficiency Bonus. This damage ignores resistance and Immunity. 

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