Oath of the Root

Paladins sometime join Druidic circles, and if they are accepted, they then become knights of the circle, protectors. They either become Knights of the Ancients, or of the Root. Knights of the Root are the protector of the great ancient Trees that Druids use for their gatherings. They use and grows roots from their body to aid them in combat, to gain advantage against their enemies as they restrain them. (If you do not like the Nature side of this subclass, you can reflavor it with whips made of light)

### *Oath Spells*

Starting at 3rd level, you gain oath spells at the paladin levels listed in the Oath of the Root Spells table. See the Sacred Oath class feature for how oath spells work.

OATH OF THE ROOT SPELLS
 5th
 9th
 13th
 17th

### *Entangling Strike*

Starting at 3rd level, you learn the Thorn Whip cantrip, which doesn't count against your number of cantrips known. You have a greater mastery over your Thorn Whip than others. You can replace one of your attacks with Thorn Whip and you can knock a target prone instead of damaging it with a contested shoving check. And if you pull a target within 5 feet of you, you can use the grapple action as a bonus action

### *Channel Divinity*

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

##### *Overgrowth.*

You can use your Channel Divinity to cover the ground around you in roots. As a bonus action, the ground within 10 feet of you becomes difficult terrain for enemy creatures for 1 minute or until you are knocked unconscious.

##### *Restraining Roots.*

You can use your Channel Divinity to restrain your foes. As an action, Up to three creatures of your choice that you can see within 60 feet of you must make Strength saving throws or be restrained by the roots for 1 minute. The restrained creatures can use their action to free themselves. They must roll a Strength check against your spell DC saving throw.

### *Aura of Roots*

Beginning at 7th level, roots grows from your back. When a creature comes within 10 feet of you or leaves your aura, you can use your reaction to try and grapple this creature. On your turn you can pull grappled creatures toward you using half of your movement. You can only have a maximum of 2 creatures grappled in this way. At 18th level, the range of this aura increases to 30 feet

### *Deep-Rooted*

At 15th level, moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also gain advantage on grappling checks made with the Aura of Roots feature and with Thorn Whip.

### *Knight of the Roots*

At 20th level, you become tree like, your skin becomes hard like wood , your arm extends like roots and you become stronger. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits :

* >  You become Large.
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* >  Your reach extends by 5 feet.
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* >  You gain +2 to your AC.
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* >  You gain Resistance to Bludgeoning, Slashing and Piercing damage.
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* >  You have advantage on Thorn Whip attacks rolls and advantage on Athletics checks
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Once you use this feature, you can't use it again until you finish a long rest.