Paladin Subclass: Oath of Feyguard

The Oath of the Feyguard binds Paladins to the service of the fey and the protection of the natural realm. These Paladins are guardians of the ancient forests, defenders of mystical creatures, and champions of the delicate balance between the mortal world and the Feywild.

Tenets of the Feyguard: The Oath of the Feyguard emphasizes the following tenets:

1. Protect the Fey: You are sworn to defend the fey creatures and their domains, ensuring their safety from harm and exploitation.
2. Preserve the Natural Balance: It is your duty to maintain the harmony between the mortal realm and the Feywild, preventing any disturbances that may disrupt the delicate equilibrium.
3. Unveil Deception: The fey are known for their trickery, and it is your responsibility to see through their illusions and unveil deceit when necessary.

#### Oath Spells

The Oath of the Feyguard blessed those that take it the power of nature granting them new spells to use.

**1st Level:** *Charm Person, Faerie Fire*

**2nd Level:** *Misty Step, Moonbeam*

**3rd Level:** *Plant Growth, Counterspell*

**4th Level:** *Blight, Dimension Door*

**5th Level: T***ree Stride, Seeming*

#### Blessing of the Feywild

At level 3, You gain the ability to create a bond with the essence of the Feywild and as an action, can choose one of the following:

**Thorny Vines:** In a 60ft range , choose a single target and make them succeed a DEX save DC of our spell save or be restrained for a minute taking 2d6 piercing damage at the start of their turn. They can then repeat the save at the end of their turn.

**Archfey Glance:** In a 45ft range, choose a single target and attempt to charm them with a WIS save DC = to your spell save. If they fail the save, they are charmed for the next minute and can re-do the save at the end of their next turn. If succeed the effect ends.

**Nature's Wrath:** In a 30ft radius, centered on you, a mist is released conjured by your bond with the feywild and all allies in that mist has advantage on all saving throwsto do with magical effects and spell saves.

This can be used once per long rest.

#### Channel Divinity: Fey's Resilience

At level 3, As an action, you can use your Channel Divinity to tap into the inherent resilience of the fey. You and up to five willing creatures of your choice within 30 feet of you gain temporary hit points equal to 5 times your Paladin level. Additionally, for the duration of 1 minute, the affected creatures have advantage on saving throws against being charmed and frightened.

#### Feywild Step

At level 7, You gain the ability to momentarily step into the Feywild, granting you enhanced mobility and evasiveness. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. Additionally, until the end of your next turn, you have advantage on Dexterity saving throws and can move through non-magical difficult terrain without incurring extra movement.

#### Aura of Verdant Shield

At level 15, Your presence radiates an aura that shields both you and your allies. While you are conscious, you and friendly creatures within 10 feet of you gain resistance to poison damage and advantage on saving throws against being charmed or frightened.

#### Feys Champion

At 20th level, you become an avatar of the Feywild's power. As an action, you can channel the essence of the fey into yourself, gaining the following benefits for 1 minute:

1. You have advantage on all saving throws.
2. Your weapon attacks score a critical hit on a roll of 19 or 20.
3. Whenever you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your spell save DC or be banished to the Feywild until the end of its next turn.

Once you use this feature, you can't use it again until you finish a long rest.