Paladin
Base Class: Paladin

The Paladins who take this oath are normally gentle souls who enjoy the company of the animals and spirits of the land. The knights protect the natural world from those who would seek to destroy it. Their wooden armor is hardened with divine magic, and their swords and hammers are infused with the soul of nature.

The tents of the Oath of Preservation focus on maintaining the natural ecosystem of the world. They protect the flora and fauna of nature with unnatural strength granted to them by the spirits of the Feywild. 

Defend the Wilds. Preserve nature from encroaching civilization. Teach others the beauty of the natural world, and educate them on how to coexist with it.

Compassion for Beasts. Understand that the natural world is different than civilization, each beast in the wild lives on instinct. Show respect to them, and they will do the same for you.

Restoration. If the beings of the world are harmed or destroyed by the ignorance of society, aid them in rebuilding and growing.

Retribution. When someone commits an act so heinous toward nature, show no mercy and stop at nothing to destroy them.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature’s Wrath. 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.

Ironbark. You can use your Channel Divinity to manifest ironwood bark to form around yourself. For 1 minute, your Armor Class is increased by 2.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

shillelagh, find familiar

5th

locate animals or plants, animal messenger

9th

conjure animals, speak with plants

13th

conjure woodland beings, faithful hound

17th

awaken, commune with nature

Aura of Pathfinding

Beginning at 7th level, you've become so attuned to nature around you that you are an expert in navigation the open world. You and friendly creatures within 10 feet of you have 60 feet of darkvision, and advantage on all perception checks. In addition, as long as you are in a natural area (forest, cave, mountain, etc.) you can't become lost.

At 18th level, the range of this aura increases to 30 feet.

Friend of the Forest

Starting at 15th level, you connection to the spirits of nature becomes honed to the point that you attack as one. Any attack from one of your conjured creatures gains a bonus to their attack and damage rolls equal to your Charisma modifier.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elemental Protector

At 20th level, you may use your action to radiate a protective spiritual barrier for you and your conjured allies. For 1 minute, you gain the following benefits:

  • You become immune to the following damage types; fire, frost, lightning, thunder, poison, and acid
  • Any friendly conjured creatures within your Aura have resistance to the following damage types; fire, frost, lightning, thunder, poison, and acid.

Once you use this feature, you can’t use it again until you finish a long rest.

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