Base Class: Paladin
Your Oath lies to the preservation of nature and all of its inhabitants. This could be due to a natural connection to nature, or a fascination with it. Many Paladins of this oath come from druidic tribes, fey groves, or were raised in conclaves of animals. Regardless, their commitment to nature has allowed them to wield its strength and awe against any that would try to cause nature harm.
This Oath's Tenets are:
Preserve Nature: Respect nature and all of its inhabitants. Some are not strong enough to defend themselves, especially in a developing world. Let your might be that of those found throughout nature.
Keep to the Natural Order: Nature has survived for eons by sticking to a way of operations. When something foreign threatens this order, it is your duty to correct it.
Find Your Place in the Wild: To fit into this order is not an easy task. Your place in it is entirely your own, and your style of upholding these oaths is not the same as others' will be.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Decompose. You can use your Channel Divinity to enforce nature's order. As an action, you can cause vines and fungus to spring up and reach for a creature within 30 feet of you that you can see. The creature must succeed on a Constitution saving throw or be poisoned for 1 minute.
Root Reach. You can use your Channel Divinity to cause the earth to tremble. As an action, you cause thick branches to spread from your feet in a 10 foot radius. This area is considered difficult terrain for all creatures except for you. These branches last for 10 minutes, or until dispelled or uprooted. Additionally, you can have the roots reach up towards one creature in this radius. This creature must make a Strength saving throw or be stripped of one item that it is holding by a root, which is transported into your grasp.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Wild Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Earth Sensitivity
Beginning at 7th level, your innate connection with the earth allows you to sense things that may be hidden. You and friendly creatures within 10 feet of you have tremorsense in a 30 foot radius.
At 18th level, the range of this aura increases to 30 feet.
Nature's Eye
Starting at 15th level, while you are taking a short or long rest in the wild, your surroundings alert you of any foreign threat to you or your allies within 1 mile of you. You are alerted to this threat because of your connection to the wild, and are woken up when this happens. Beasts and other natural creatures of the area will not attempt to harm you unless harmed by you or your allies.
Additionally, you can spend one hour as a part of your long rest scavenging for food enough for you and your party. If a Wisdom (Survival) check is required, you can treat a roll of 9 or less as a 10. You also gain general Expertise in Wisdom (Survival) checks.
Nature's Aid
At 15th level, your commitment to protection to the flora of the wilderness becomes mutual. As an action, you can designate a 20 foot radius centered on a point you choose within 60 feet of you. Choose a number of creatures in this radius to a maximum of your Charisma modifier; you can distribute up to 5 hit points from your Lay on Hands pool to each creature, as goodberries sprout from the ground and feed themselves to each creature. Once you use this ability, you cannot do so again until you finish a long rest.
Champion of the Wilds
At 20th level, you use nature's forces to your benefit. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Your armor class increases by 2, as your skin becomes a mix of hardened wood and stone. Additionally, you have resistance to all nonmagical bludgeoning, piercing, and slashing damage.
- You gain truesight for a radius of 60 feet.
- At the beginning of your turn, enemy creatures of your choice within 10 feet of you must make a Strength saving throw against your spell save DC. On a failure, they are either pushed back 10 feet further or knocked prone by a raging whirlwind surrounding you.
Once you use this feature, you can’t use it again until you finish a long rest.
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