My Documents
Become a Patron!
# Oath of the Wilds The Oath of the Wilds is for those paladins who find themselves most comfortable in the wild places of the world, far from crowded cities and the trappings of civilization. They see wild animals as kindred spirits, and seek to embody their tenacity, ferocity, and power. Those who take this oath are easily mistaken for green or fey knights at first glance, but quickly reveal their almost feral nature when crossed. They serve as dedicated guardians of the natural world and are quick to drive off settlers or those who would dare to harm the places they claim as home, for these warriors know the wild places are worth protecting from the march of "progress." ## Tenets of the Wilds The tenets of the Oath of the Wilds are simple, brutal, and unforgiving. ***Trust Your Instincts.*** The wilderness is filled with warnings for those who take the time to find and read them. ***Only What You Need.*** Greed is the downfall of many a beast. Whether it is an easy meal hiding a trap, or hunting too much in one place. ***Stick With the Pack.*** Only the mightiest creatures work alone, but even they can fall when outnumbered. Find your pack, strike together, and survive together. ##### Oath Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *hunter's mark, animal friendship* | 5th | *pass without a trace, enhance ability* | 9th | *haste, conjure animals* | 13th |*freedom of movement, polymorph* | 17th | *awaken, destructive wave* ## Unarmored Defense When you take this oath at 3rd level, your armor class equals 13 + your Charisma modifier. You can use a shield and still gain this benefit. ## Channel Divinity When you take this oath at 3rd level, you also gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works ##### Predatory Senses As an action, you can use your Channel Divinity to sharpen your senses. For the next 10 minutes, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks; you cannot be slowed by difficult terrain; and you can take the Dash action as a bonus action. ##### Fury of the Wild As a bonus action, you can use your Channel Divinity to empower your body with the might of a savage beast. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage, and you can make a single melee weapon attack as a bonus action. ## Aura of Savagery Starting at 7th level, you and friendly creatures within 10 feet of you can add one extra weapon damage die to an attack once per turn. At 18th level, the range of this aura increases to 30 feet. ## Primal Rebuke When you reach 15th level, you can strike fear into enemies that attack you or your pack. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to move to up to half your speed and make an attack against the attacker. If this attack hits, the target must make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. ## Dire Warrior At 20th level, you can channel the untamed power of the wilderness and its beasts to become an avatar of their fury. As an action, you undergo a transformation and gain the following benefits for 1 minute: • Your size increases to Huge, and your reach increases by 5 ft while you are that size. If you lack the room to become Huge, your size doesn't change. • You have advantage on attack rolls against a creature if at least one of the your allies is within 5 ft of the creature and the ally isn't incapacitated. • Your attacks deal an extra 1d8 damage to any creature that is below their hit point maximum. Once you have used this feature, you cannot do so again until you have completed a long rest.