Oath of the Harvest (5e Subclass)
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Oath of the Harvest
Like the changing seasons, those who follow the Oath of the Harvest may bring swift death one minute, or a peaceful refuse the next. Their wrath is chaotic and perhaps even ruthless, but from the chaos stirs a beautiful flickering flame of hope and righteousness. They adapt and sway, moving with the world rather than fighting against it. One might even compare their natures to a Druid, although the connections run thin. A Harvest Paladin may take the form of a humble farmer, a modest merchant, or a traveling cook. Harvest Paladins put on a veil of simplicity, often wearing ragged robes atop their armor and clothing.
Tenets of the Harvest
Adapt, Overcome, Survive:
Do not fight change, adapt and change with it.
Simplicity is your Savior:
Showing off ones pride with flashy armor and false heroism will just get you killed in the long run.
The Farmer's Vow:
Nature shall be protected. Anyone who thinks the same shall be protected as well, and those who think otherwise are not to be trusted.
Goodberry, Inflict Wounds
Locate Animals and Plants, Misty Step
Create Food and Water, Plant Growth
Blight, Grasping Vine
Greater Restoration, Tree Stride
These are the various features you will gain when you pick this subclass.
When you take up this oath at Level 3, you gain the following Channel Divinity option
You can use your Channel Divinity to hex a foe with the will of death itself. As an action, you wreath a target within 30 feet in shadowy, tree-like forms that swirl around the target like ghosts. The creature must succeed on a constitution saving throw or take 1d8 necrotic damage and become cursed for 1 minute. While the target is cursed, you gain the following benefits:
- You gain a bonus to damage rolls against the target equal to your proficiency bonus
- You have resistance to damage dealt by the cursed target.
- If the cursed target dies, you regain hit points equal to your paladin level.
Aura of Harvest
Starting at 7th level, you constantly emanate a hearty aura of bounty when you're not incapacitated. The aura extends 10 feet in every direction, but not through total cover. You and any allied creatures within the aura have immunity to poison and necrotic damage. Additionally, if an ally within the aura is dropped to 0 hit points but not killed outright, you can use your rection to bring them to back to 1 hit point. Once you do so, you lose this aura until you finish a short or long rest.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you strike with the might of the harvest, flaying the very soul of your target and using it to heal others. Once per turn, whenever you successfully hit a creature with a melee weapon attack, you can deal an additional 1d8 necrotic damage and restore a number of hit points to a creature you can see within 30 feet of you equal to the damage necrotic dealt.
At 20th level, you can use your action to become an emissary of death itself, known as a Soulslayer. As a Soulslayer, you appear as nothing but a shadow, moving with ease and grace. For a number of rounds equal to your charisma modifier (minimum of 1 round), you gain the following benefits:
- You can see through magical and nonmagical darkness for up to 120 feet. You can't discern color in darkness, only shades of grey.
- As a bonus action, you can expend 5 points of your Lay on Hands feature to deal 1d4+1 necrotic damage to a target within 30 feet of you.
- You gain a +30 bonus to your walking speed.
Once you use this feature, you can't use it again until you complete a short or long test