The Oath of the Harvest attracts paladins who wish to nourish and heal the world. Often found on aid missions to war-torn lands, such paladins resort to harm only as a means of preventing further suffering. Paladins who swear this oath are more likely than not to heal, feed, and nurture a wounded foe, provided the defeated creature gives its word of honour that it will cease its nefarious activities. They are no fools, however. Typically versed in religion and medicine, these paladins are unlikely to believe the word of creatures inherently inclined to lie, or those that have previously broken their word.
The tenets of the Oath of the Harvest inspire their followers to seek out potential harm and quell it before it blossoms.
Share Your Meal. Your powers are a gift to be shared; if someone is in need, you must use your power to meet those needs. To eat your fill while another goes hungry is selfish. Nurture Over Cure. Act in the greatest interest of the many. Find ways to prevent harm before it must be healed.
Permit Prosperity. Whether in matters of love, politics, or war, always give your antagonist the opportunity to change and redeem themselves before casting a fatal judgment. A good meal can serve as the backdrop to such events.
Always keen to fortify others with flavourful food, you’ve spent hours slicing, dicing, and cooking. You gain proficiency with cook’s utensils.
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
| Paladin Level | Oath Spells |
|---|---|
| 3rd | Heroism, Purify Food and Drink |
| 5th | Prayer of Healing, Warding Bond |
| 9th | Beacon of Hope, Create Food and Water |
| 13th | Death Ward, Resilient Sphere |
| 17th | Greater Restoration, Mass Cure Wounds |
As a bonus action, you can place a ward around one creature you can see within 60 feet of you. When you use this bonus action, and at the start of each of its turns for the next minute, the creature gains temporary hit points equal to twice your Charisma modifier (minimum 2).
As a bonus action, you can take any amount of necrotic damage up to your current number of hit points, which can’t be reduced in any way. Up to four creatures you can see within 30 feet of you regain hit points equal to half the necrotic damage taken.
You emanate an aura that increases the potency of magical healing and hearty meals. Whenever a creature of your choice within 10 feet of you regains hit points from a spell, potion, magical effect, or food, it regains an additional 1d6 hit points.
When a creature rolls one or more Hit Dice to regain hit points during a short rest, it regains 1 additional hit point for each Hit Dice expended in this way, so long as it spends the majority of the short rest within 10 feet of you.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Over the course of an hour (which can be done during a short rest), you can magically augment a meal (mundane or magical) for you and up to nine other creatures, using 25 gp of rare spices and 25 gp of diamond dust. Once consumed, a creature that partakes of the feast gains the following benefits for the next 8 hours:
-The creature has advantage on Constitution saving throws.
-The creature has resistance to poison damage.
-The creature is immune to the frightened condition.
-The creature gains 2d10 temporary hit points.
After you use this feature, you can’t do so again until you finish a long rest.
As a bonus action, you become a wellspring of lifeforce, gaining the following benefits for the next minute:
-At the start of each of your turns, each creature of your choice within 30 feet of you (including you) regains hit points equal to your Charisma modifier (minimum 1) and gains temporary hit points equal to your Charisma modifier (minimum of 1).
-As bonus action, you can cast the Revivify spell without having it prepared and without expending a spell slot (material components are still required).
-Whenever a creature within 30 feet of you takes damage, you can use your reaction to grant the creature resistance to that damage.
After you use this feature, you can’t do so again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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