Paladin
Base Class: Paladin

Paladins who take the Oath of the Land are champions of good deities not usually associated with righteous crusades and the like: Agriculture or Animal Husbandry, Renewal, Plenty, or even just Nature have goals that at times need special protection. Paladins of the land are much more in touch with the common folk of the rural areas. These wanderers are champions of good who delight as much in participating in a local harvest or barn dance as they do in smiting evil.  These warriors tend to embody the virtues ascribed  somewhat stereo-typically to the common people. They value honesty, simple pleasures, frugality, and generosity. Their weapons of choice tend to reflect their agrarian roots: Flails, scythes, sickles, axes  and mattocks are common.

Oath Tenets

  1. Champion of the Farmer - Without the bounty of the land, all would starve. When evil threatens, they must be defended.
  2. Champion of the Land - Sometimes even those who work the land fail to care for it properly. When that happens, those responsible need to be taught, and if they refuse, then stopped.
  3. Frugal to a Fault - Abundance is a gift that should neither be wasted recklessly, with no regard for the future, nor hoarded away with no regard for thers.
  4. Salt of the Earth - Honest, Forthright, Optimistic, Steadfast. These are the pillars of your personality.

Special Steed

If your GM allows, discuss this section with them prior to finding a steed.

Your steed reflects your agrarian deity's roots. Your steed as a Paladin of the Land, is a bull, ram, or goat, depending upon your height. Most humanoids would choose a bull, while shorter folk such as dwarves might prefer a ram, with halflings and gnomes choosing a goat. The iformation provided here are for Celestial versions of these steeds. as specified by Find Steed.

Celestial Bull
STR DEX CON INT WIS CHA
16 8 14 6 10 6
+3 -1 +2 -2 +0 -2
AC: 10 HP: 22 (3d10+8) Speed: 40'
Celestial Ram
STR DEX CON INT WIS CHA
14 12 14 6 10 5
+2 +1 +2 -2 +0 -3
AC: 11 HP: 13 (2d8+4) Speed: 30'
Celestial Goat
STR DEX CON INT WIS CHA
12 10 11 6 10 5
+1 +0 +0 -2 +0 -3
AC: 10 HP: 22 (3d10+8) Speed: 40'

Steed Attributes:

The following attributes apply to all three of the celestial steeds detailed on the left:

  • Type: Celestial
  • Resistances: Cold, Fire, Lightning, as well as Bludgeoning, Piercing, and Slashing from non-magical attacks.
  • Senses: Darkvision 60'
  • Languages: As per the Find Steed spell, the creature knows one language of ypur choice. (This not a Celestial perk, it comes from the spell.)
  • Traits:
    • Magic Resistance: The creature has advantage on saves vs. spells and other magical effects.
    • Sure footed (Ram and Goat Only): The steed has advantage on Strength and Dexterity saves against being knocked Prone/
    • Charge. If the steed moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes extra bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked Prone.
      • Bull - extra damage: 1d6 | DC: 14
      • Ram - extra damage: 1d5 | DC: 12
      • Goat - extra damage: 1d4 | DC: 10

Attacks

Ramming Attack Hooves Attack
Bull: Melee Weapon: +5 to hit, reach 5ft., 1 target. Hit: 1d6 + 3 bludgeoning damage. Bull: Melee Weapon: +5 to hit, reach 5ft., 1 target. Hit: 2d4 + 3 bludgeoning damage.
Ram: Melee Weapon: +4 to hit, reach 5ft., 1 target. Hit 1d5 + 2 bludgeoning damage. Ram: Melee Weapon: +4 to hit, reach 5ft., 1 target. Hit: 2d3 + 2 bludgeoning damage.
Goat: Melee Weapon: +3 to hit, reach 5ft., 1 target. Hit: 1d4 + 1 bludgeoning damage. Goat: Melee Weapon: +3 to hit, reach 5ft., 1 target. Hit: 2d2 + 1 bludgeoning damage.

Channel Divinity

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

Summer's Abundance - As an action, for one minute, you are surrounded by a 5' radius of light reminiscent of a clear Summer's day. During this time, your melee weapon, and those of any allies within the aura. does maximum damage on a successful hit. If the weapon is not already magical, it counts as magical for the duration. Max damage is for the weapon only. Other abilities or special effects are not included.(fire damage, sneak attack, etc.)

You can end the effect as part of any other action; otherwise, the effects remain.

Winter's Hibernation - As  an action, for one minute, you are surrounded by a 5 foot radius of light reminiscent of a cloudy Winter;s day. During this time, you and any allies in the aura gain Resistance to all damage.

You can end this effect on your turn as part of any other action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Land Spells

Aura of Spring's Growth

Starting at 7th level, you and friendly creatures within 10 feet of you are immune to necrotic damage while you are conscious.

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

Tongues of the Land

Beginning at 15th level, you are always under the effects of a speak with animals spell.

One with the Land

At 20th level, as an action, you can cast transport via plants.

You cannot use this ability again until you complete either a short or long rest.

Previous Versions

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