Oath of the spirits
Warriors of the oath of spirits often wanders between the line of the living and the spiritual. Guided by the eldest being known to this world, they wield the will to bend nature and their environnement.
Oath of the spirits Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Absorb Elements / Detect magic |
| 5th | Healing spirit / Spiritual Weapon |
| 9th | Elemental weapon / Spirit Guardians |
| 13th | Guardian of nature / Polymorph |
| 17th | Commune with Nature / Wrath of Nature |
Channel Divinity :
Nature's Wrath
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for creatures within a 10 feet cube of that you can see withing. The creature must succeed on a Strength saving throw or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Spirit Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Warding
Beginning at 7th level, ancient spirtual magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Spiritual Champion
At 20th level, you can assume the form of an spiritual force of nature, taking on an appearance you choose.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.

Art by Dao Trong Le : https://www.artstation.com/artwork/BmZ09k