Oath of Freyja in Mannaheim | World Anvil
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Oath of Freyja

Alle who swear their Oath to Freyja, Goddess of Love are few, but those who exist are known to be unparalelled in their connection to nature. They fight bearing the light of the goddess of love. They are true guardians and make the finest healers of any Alle.

Oath of Freyja Spells

3rd: Speak with Animals, Animal Friendship   5th: Locate Animals or Plants, Protection from Poison   9th: Plant Growth, Conjure Animals   13th: Dominate Beast, Stoneskin   17th: Commune with Nature, Mass Cure Wounds

Channel Divinity

At 3rd level, you gain the following two channel Divinity features.   Awaken Nature. You can use your Channel Divinity to awaken the wilderness around you and request its aid for you and your allies. As an action, present your holy symbol and choose an effect.   ● Roots burst from the ground and ensnare your foe; the target must succeed on a Strength or Dexterity saving throw or is restrained.   ● A tree swings its branches and hits a nearby creature. It must succeed a Dexterity saving throw; if it fails, it takes 2D8 bludgeoning or 4D4 piercing damage (if it is a plant with thorns).   ● The earth slides and pulls a nearby creature. It must succeed on a Strength or Dexterity saving thrown or be knocked prone and takes 1d10 bludgeoning damage.   Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Healing

Starting at 7th level, you and friendly creatures within 10 feet of you gain 1 additional hit point at the start of your turns. Additionally, you require half the sustenance in terms of food or water to survive the day.   At 18th level, the range of this aura increases to 30 feet.

Blessing of Vitality

Starting at 15th level, you can pray to Freyja for her to bless yourself and friendly creatures that are within 30 feet of you against death and disease. Any diseases or poison effects are removed. For 1 minute, you all have advantage on Constitution saving throws and any friendly creature that fails unconscious, automatically succeeds on its death saving throws.   Once you use this ability, you cannot use it again until you finish a long rest.

Nature's Intervention

At 20th level, Freyja blesses you with the very essence of nature. You and your allies gain vitality from this essence and your wounds start to heal much faster. In combat, nature actively aids you and your allies of its own volition.   Using an action, you invoke the vivacity of nature. For 1 minute, you gain the following benefits:   ● At the start of each of your turns, you and friendly creatures within 30 feet of you regain 10 hit points.   ● As a bonus action, you cab use the Awaken Nature option of your Channel Divinity up to a number of times equal to your Charisma modifier (minimum of 1).   ● You count as if you have Animal Friendship active for any beasts that are within 60 feet of you. These beasts must not be under the influence of another entity. If they are so, once this feature is activated, the being that influences these animals must succeed on a Charisma saving throw, or lose its influence.   Once you use this feature, you must complete a long rest before it can be used again.

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