Base Class: Paladin
Paladins who swear the Oath of Spring are champions of renewal, growth, and new beginnings. Their presence nurtures the weak, restores what has been lost, and encourages transformation in both people and the natural world. These warriors see the world as a cycle of growth and rebirth. They honor the past while sowing the seeds of the future, guiding others through change with patience, courage, and compassion. Just as the season of spring brings life after winter’s slumber, these paladins foster resilience, healing, and hope in all they touch.
TENETS OF SPRING
The tenets of the Oath of Spring guide its paladins to embrace growth, renewal, and change:Accept Change. Embrace the transformations that come with time, and adapt with courage and grace.
Encourage Growth. Help others flourish and reach their potential, and nurture life wherever you find it.
Remember the Past. Honor what has come before, even as you foster new beginnings.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Pollen Puff. When a creature hits you with a melee attack while within 5 feet of you, you can use your reaction and your Channel Divinity to release a small puff of magical pollen in the attacker’s face. The target must make a Constitution saving throw. On a failed save, it takes 2d10 poison damage. On a successful save, it takes half damage. In addition, if the target failed its saving throw, roll a d4 and consult the Pollen Effect table below. The target suffers the rolled effect until the beginning of its next turn. A creature that is immune to the poisoned condition is immune to this feature.
| D4 | Pollen Effect |
|---|---|
| 1 | The target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight, as its eyes turn red and well up with tears. |
| 2 | The target cannot speak or perform verbal components, as it starts coughing and has trouble breathing. |
| 3 | The target's movement speed is reduced to 0, as it starts to feel sluggish. |
| 4 | The target cannot take reactions, as it starts sneezing violently. |
Springtime Recovery. As an action, you can use your Channel Divinity to unleash a burst of remedial and energizing magic. Choose a number of creatures up to your proficiency bonus within 30 feet of you. Each creature you choose immediately regains a number of missing hit points equal to half your paladin level rounded up + your Charisma modifier. In addition, if any of the chosen creatures is suffering from any of the following conditions, they can immediately reroll their saving throws against them with advantage; blinded, deafened, paralyzed, poisoned, or stunned.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Spring Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Spring Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Blossoming Spring
At 7th level, you constantly emit an aura that reinvigorates your allies. As long as you're not incapacitated, any allies within 10 feet of you gain a number of temporary hit points equal to your Charisma modifier at the start of each of their turns.
At 18th level, the range of this aura increases to 30 feet.
Cycle of Renewal
At 15th level, you embody the cyclic nature of the season of spring. When you take damage that would reduce your hit points to 0, you can choose to immediately regain a number of hit points equal to your paladin level and gain an equal amount of temporary hit points. Until the beginning of your next turn, you have resistance to all damage.
Once you've used this feature, you must finish a long rest before you can do so again.
Herald of Spring
At 20th level, you can transform into an embodiment of spring. As a bonus action, you can undergo a transformation for up to 1 minute, or until you are incapacitated. For the duration, you gain the following benefits:
- You are considered immune to poison damage, as well as the paralyzed, poisoned, and stunned conditions.
- You can use your Pollen Puff feature at will, without using your Channel Divinity.
- Whenever you suffer a critical hit, it becomes a normal hit. Any effects triggered by a critical hit are canceled.
Once you've used this feature, you must finish a long rest before you can do so again.
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