Legends of Tolria
The Galactic Game

Subclass Compendium · Paladin

Oath of the Wild

Frontier paladins, primal-bonded — sworn not to a court or a creed but to the wild itself, to the land's witness, to the long covenant between living things and the world that holds them.

Identity

The Wild oath is older than written record. It is taken at a place of power — a spring, a peak, a great tree, a stone older than any city — and witnessed by the wild itself rather than by any institution. The clauses are simple: defend the wild from those who would unmake it; honor the covenant with living things; do not take more than is given. Wild paladins are often frontier knights, range-riders, beast-bonded protectors of unspoiled places. They tend to wear less polished armor than other paladins. Their oath does not require ceremony, only keeping.

Features

  • L3 Oath of the Wild

    **Oath Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • Paladin level 3: **Pebble** (cantrip), **Mist** (1st) • Paladin level 5: **Frost Bolt** (2nd), **Stone Shield** (2nd) • Paladin level 9: **Earth Spike** (3rd) • Paladin level 13: **Tidal Wave** (4th) • Paladin level 17: **Wall of Stone** (5th) **Channel Divinity: Wild Speech.** As an action, you invoke the covenant and speak with beasts and primal-bonded creatures for 10 minutes. During this time, you can comprehend and verbally communicate with any beast, plant-creature, or primal-aligned entity. The communication is bound by the creature's intelligence — a wolf cannot discuss philosophy, but it can communicate threats, hunger, territory, and any concrete knowledge it holds. **Channel Divinity: Mark of the Covenant.** As a bonus action, you designate a creature you can see within 60 ft as a **Quarry of the Wild** — a creature whose presence violates the covenant (an aberration, an undead, a defiler, or a creature you and the GM agree fits the oath's grievance). For 1 minute (or until you are incapacitated or use this feature again), you have advantage on tracking the quarry, and the first weapon attack you make against it on each of your turns deals an additional 1d8 damage of the wielder's weapon damage type.

  • L7 Wild Companion

    Once per long rest, you can summon a **Wild Companion** as a bonus action — a beast spirit answering the covenant, manifesting in physical form for 1 hour or until reduced to 0 HP. Choose its form when you summon it: a wolf, a hawk, a small bear, a great cat, a serpent, or another Tiny–Medium beast of GM approval. The Wild Companion has the following: • HP = your Paladin level × 4, AC = 14, Speed = 40 ft (or 60 ft fly if winged), one natural weapon attack at +PB to hit, dealing 1d8 + your CHA mod damage. • It acts on your initiative count, on a turn immediately after yours. • You direct its actions as a free action on your turn; if you do not, it Dodges. • It is intelligent enough to follow simple commands and reports back what it has seen. If killed, the spirit returns to the wild and you may summon a new companion (potentially a different form) on your next long rest.

  • L11 Soul of Storms

    The wild's weathers move through you. You have **advantage** on saving throws against lightning, cold, and thunder damage, and you have **resistance** to one of those three damage types (your choice, fixed at acquisition). Additionally, you can move through difficult terrain caused by nonmagical plants, snow, mud, or rough ground without expending extra movement, and you have advantage on Wisdom (Survival) checks made in wild terrain.

  • L15 Beast Form Smite

    When you use **Divine Smite** against a creature that is a beast you have marked as Quarry of the Wild, an aberration, or an undead, the smite deals an additional 2d8 damage (of the smite's normal damage type). Additionally, when your Wild Companion (from the level-7 feature) hits a creature under your Quarry of the Wild mark, the companion's attack deals an additional 1d8 damage.

  • L18 Avatar of the Wild

    Once per long rest, as a bonus action, you assume the **Avatar of the Wild** for 1 minute. While transformed: • You gain natural weapons — claws or fangs (your choice), dealing 2d6 + STR mod slashing or piercing damage on a hit. You may attack with them as if they were your equipped weapon for the purpose of Extra Attack and Divine Smite. • You gain a climbing speed equal to your walking speed and ignore difficult terrain caused by natural features. • You have advantage on Wisdom checks (perception, survival, animal handling, insight, and intuition checks bound to the wild). • When you activate this form, you summon 1d4 **Wild Allies** — small spirit-beasts who manifest within 30 ft of you, persisting for the duration. Each has HP 20, AC 13, one melee attack at +5 to hit dealing 1d6 + 3 damage, and acts on your initiative count under your direction. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. • Your walking speed increases by 20 ft. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP. The Wild Allies depart with the form.