Paladin
Base Class: Paladin

Those that take this oath has either cast aside their old oath or have been so charmed by the rulers of the Summer Court that they decided to follow their command. While casting ones old oath aside is truly a black mark for a paladin, the Archfey of the Summer Court accept the loyalty of those they deem worthy and considers their change of heart as natural as the changes of the seasons. While the Archfey are beings that have power equal to gods, not all of them can support many paladins like Oberon or Titania, so therefore the lower ranked Archfey is very picky on whom they grant their blessing to be their paladin.

Those Paladins whom have become a loyal subject of the Archfey are called Fey Lords, whom despite their name is meant to be healing and nurture the Feywilds and their Archfey masters domain. The Tenets of paladin of Oath Of The Summer Court goes as followed:

Heal The Realm - You are to heal any damage done to the Feywilds and destroy any threats that could cause it to be destroyed.

Your Masters Word Is Law - You always follow the will of your Archfey master, there is no denying their order as you are their loyal servant.

Spread Their Power - plant the seeds of the Feywilds to every new plane or country you enter if you are in possession of one such seed, planting the presence of the Feywilds on the many places you go to.

Be Accepting Of Change - Accept new things, never stay stuck in old ways. Accept the changes of the world as long as they do not threaten you or your master.
 
 
 
 
 

Oath Of the Summer Court Spells

An Oath Of The Summer Court paladin loses previously gained oath spells and instead gains the following Oath Of The Summer Court spells at the paladin levels listed.

Paladin Level Spells
3rd find familiar, charm person
5th blur, rope trick
9th conjure animals, mass healing word
13th conjure woodland beings, hallucinatory terrain
17th raise dead, greater restoration
 
 
 

Channel Divinity

An Oath Of The Summer Court paladin of 3rd level or higher gains the following two Channel Divinity options.

Fey Lords Aspect. As an action, the paladin targets one beast or plant creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 2 hours, or until the paladin uses this Channel Divinity option again. An beast or plant whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Fey Spirits. As an action, the paladin call on the spirits of the fey to carry their healing touch. These spirits appear as a formless string in colors of the very environment you are in and fly through space, like a snake in water. For one minute, you can use your Lay On Hands as a bonus action and even use it on a creature that is 30 feet away from you.

 
 

Aura of Thought Acceleration

Fey creatures can have a mind that think faster than the ordinary person. And as a Fey Lord, you do too. You and any ally within 10 feet of you, can use a second bonus action on your turn, but you still follow the rules related to ones turn. This Aura increases to within 30 feet at lv 18.

 
 
 
 

Strength Of The Feywilds

At 15th level, the paladin gains Immunity to Acid and Poison damage.

 
 
 

True Fey Lord

Once per long rest, as an action, you can surround yourself with a 30-ft. aura that creates a illusionary Feywilds terrain around you for 1 minute, shedding bright light for 30-ft and dim light for another 30-ft. Upon activating, all your allies within the aura are healed 6d8 hit points. And any hostiles that enters or starts their turn in the aura takes 3 + your charisma modifier in radiant damage and you and your allies in the aura are healed the same amount of hit points when they take that damage.

 

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