Sacred Oath: Oath of the Green Order

by Pochi

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Sacred Oath

Oath of the Green Order

The Oath of the Green Order is an ancient oath sworn by those who swear to protect the material plane from the numerous threats of the outer planes. Knights who swear the oath of the green dedicate their lives to bonding themselves with nature and patrolling the forests, deserts, plains, tundras, and wastelands of the material plane.

Tenets of the Green Order

The tenets of the Oath of the Green Order have been passed down through the centuries through tradition and stories. This oath emphasizes the perseverance and dedication to the protection of the material plane from the many horrors and foes of the outer planes. Its four central principles are simple.

Know Yourself. Truly know yourself, embrace your flaws, and bolster your strengths. Only then can you steel your mind and spirit against the unknown.

Loyalty. Stay true to yourself. Stay true to your duty. Stay true to your oath. Stay true to your fellow knights. Stay true to your order.

Discipline. You are the tip of the spear. You are the shield for the helpless. You are the first line of defense between the mortal realm and the endless horrors of the outer planes. Your blade must stay sharp, your mind must stay keen, and your body must stay strong in order to prepare yourself against the numerous otherworldly nightmares.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Green Order Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Green Order Spells
Paladin Level Spells
3rd alarm, blink
5th moonbeam, misty step
9th plant growth, protection from energy
13th banishment, greater invisibility
17th hallow, tree stride

Channel Divinity

Noble Ally. You can use your Channel Divinity to call forth your bonded steed to aid you. As an action, you can instantly summon a creature as per the spell find steed. Additionally, starting at 5th level when you summon a steed in this manner you may add your paladin level to your steed's maximum hit points and when you within 5 feet of your steed you may add your half of your proficiency bonus to attack and damage rolls made by your steed. At 13th level you can instantly summon a creature as per the spell find greater steed.

Song of the Wind. As an action, you can sing a tune to summon the wind to speed you along your path. You can affect a number of creatures equal to your charisma modifier + 1 (minimum of 1). While you maintain the song, moving through difficult terrain costs no extra movement. You can pass through nonmagical plants without being slowed and without thorns or other brambles harming you. Additionally, while you maintain the song those affected by your song have their movement speed increased by 10 feet at 3rd level, 20 feet at 6th level, 30 feet at 10th level, 40 feet at 14th level, and 50 feet at 15th level.

Aura of the Materium

Beginning at 7th level, your bond to the material plane bolsters your wrath against unnatural monsters. At the end of a long rest, you may choose to target aberrations, celestials, elementals, fey, or fiends. When you do this you and allies within 10 feet of you gain a bonus to damage equal to your charisma modifier against your chosen quarry.

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

Knight's Duty

Starting at 15th level, your bond and your duty to protect the prime material has allowed you to see and bend the Weave to your benefit. As a reaction, when a spellcaster within 30 feet of you makes a Concentration check you may impose disadvantage or grant advantage on that Concentration check.

Champion of the Green Knights

At 20th level, as a bonus action, you may call upon the full strength of the Order of the Green Knights.

For 1 minute, you gain the following benefits:

  • You gain resistance to all damage.
  • You gain truesight in a 120 ft radius.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, or fiends.
  • As a bonus action, you can regenerate 10 hit points.

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

Created by Pochi
Art: Aeflus, Jared Ondricek
Inspiration: Matthew Colville and Wizards of the Coast

 

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