Base Class: Paladin
The Oath of the Wild is less of a traditional Paladin sacred oath and more of a way of life of the feral races of Kebrul. Races of the other continents do not understand the primal nature of these sacred rites and rituals of these primal few and often refer to them as the Wild Pack. Unlike other sacred oaths, paladins of this oath tend not to follow monotheistic faith, but instead pray, and follow the traditions of ritualistic sacrifice to the Gods of the Wild, Nature and Hunt.
Notable Gods:
Malar, God of the Hunt
Silvanus, God of Wild Nature
Beory, Goddess of Nature and Rain
Obad-hai, God of Beasts and Outlands
Ehlonna, Goddess of Woodlands, Fertility, and Flora and Fauna
Habbakuk, God of Animal Life and the Sea
Balinor, God of Beasts and the Hunt
Channel Divinity
Nature’s Tendrils.
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn Beasts.
You can use your Channel Divinity to utter primal noises that are evoke fear for beasts. As an action, you channel the ferocious spirts and let loose savage growls or grunts, and each beast 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.
Wise Traditions
When you take this oath at 3rd Level, you can use wisdom as your spell casting modifier for all spells granted to you by Paladin and this Oath. In addition, any Paladin feature that is based on charisma can be substituted to wisdom.
Gift of the Wild
Starting at 3rd Level, you have gain access to the Ranger Spell List. You do not gain additional spell slots, and still abide by the spell casting rules defined by the Paladin class. Any materials that can be normally replaced by a focus, you may use your holy symbol instead.
Favored Hunt
You have a natural instinct tracking your favorite enemy or while in your favorite environment. You may choose between a favored enemy OR a favored terrain.
Favored Enemy
Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Favored Terraim
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Aura of The Pack
Beginning at 7th Level, you gain a blessing from the Gods of the Hunt. You gain a bonus to your initiative that is equal to your wisdom modifier. In addition to this boost, if you take the attack action in your first turn in combat, and you hit with that attack action, you may add an additional d6 to your weapon damage.
Your blessing also makes you and your allies within 20 feet more swift in combat. You and allies within your Aura of the Pack gain an additional 10 feet of movement per turn.
At 18th level this Aura’s size becomes 40 feet.
Feral Reactions
You’ve become so in tune with your primal side that you can react like that of feral beasts. Beginning at 15th Level, you can use your use your reaction to choose between the following effects:
Once per turn on each of your turns, if you miss an attack with a weapon, you can use your reaction to make an additional weapon attack as a part of the same action.
When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on the roll, you must use this feature before you know the outcome of the roll.
Primal Force
At 20th level, you can let yourself fall into your most primal nature, taking on an animalistic appearance of your choice. For example, grow patches of fur or lions manes, sprout antlers, claw like nails or elongated fangs.
Using your action, you undergo a transformation. For 1 minute you gain the following benefits:
- When you use your action to hide, you can become invisible
- You gain Blindsight, Darkvision, Tremorsense and Truesight to a range of 60 feet.
- Enemy creatures within you Aura of the Pack have disadvantage on saving throws against your 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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Posted Jan 26, 2021Some backstory on the custom class. One of my players is playing a tabaxi paladin, and in the world I've created, tabaxi and other animal like races, leonin, yuan-ti, loxodon, minotuar, etc., etc. all come from a different continent, named Kebrul. Kebrul is more polytheistic, taking after the older style ritualistic, bartering for favor style worship. But the player is playing a monotheistic paladin and having some internal moral crisis over controlling his primal urges and is losing favor with his god.
He had also expressed some interest in multiclassing to ranger, though worried about how it would play in with his paladin centric build as it stands as he wished to keep the faith aspect of his character alive. So we decided to introduce some new flavor of Paladin similar to the Oath of the Ancients, and mix in some Gloom Stalker (his intended multiclass sub class) and make a more faithful hunter style build that serves to his character as it stands.
I also outlined in my campaign, due to the access of two spell lists, and some good features, he is not allowed to multiclass when he gets this Oath. So I apologize if this is not balanced with multiclassing. :)
I hope you all enjoy it! Play test and please let me know if you have any issues or run into any weird problems.