# Oath of the Tender Paladins frequently fight for those unable to defend themselves. Within the realms of the Humble Forest, the forest, and its' denizens, are often in need of defending. Thus was born the Oath of the Tender, a Paladin oath taken by those that have dedicated themselves to uphold the balance of natural forces.
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* You gain the ability to cast the spell _cure wounds_ without using a spell slot, up to a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.
### Plant Insight
At 7th level, you gain the ability to touch a plant or tree as an action to determine what has occurred to it and the area within its immediate vicinity within the last 24 hours. These events are revealed to you in visions which appear as though you were present as they occurred. After using this ability on a plant, you instantly become aware of its status and health, including any blights or conditions currently affecting it.
### Sink into the Forest
At 15th level, you gain the ability to cast _pass without a trace_ as a class spell a number of times equal to half of your proficiency modifier when travelling through an area surrounded by wilderness. You cannot use this feature when traveling through cities or urban areas, or while traveling on any constructed vehicle.
### Circle of Protection
At 20th level, you are able to create a circle of protection around you, your allies, and the surrounding environment as long as those things are organic and not constructed unnaturally. Using your action, you and all creatures not currently hostile toward you gain the following benefits for 1 minute extending in a circle of 30 feet around you for up to 1 minute:
* You gain advantage on all saving throws
* You are immune to being paralyzed, petrified, restrained, charmed or stunned
* You are resistant to fire, lightning and cold damage. Additionally, plantlife within the circle is immune to these types of damage.
* At the start of each your turns, you regain 1d6 hit points.
Once you use this feature, you cannot use it again until you finish a long rest.
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#### Mend Plants
*Transmutation Cantrip*
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- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, M, V (a small twig and a loop of twine)
- **Duration:** Instantaneous
Drawing on primordial magic, you can instill vitality in nearby plants to create one of the following effects within range:
* You instantly repair a single break or tear in a living plant you touch, such as torn foliage, a scorched branch, a scar cut into bark, or two pieces of a plant that have been broken apart. As long as the damage is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former destruction.
* You instantly cause a defoliated plant to grow foliage, cause a planted seed to sprout, or restore the ability to sprout to a dead seed pod.
* You can cause a 5-foot cube of living plants to flourish with foliage such as leaves and grass. This area can become thick enough to conceal a Medium or smaller creature, or become overgrown enough to become difficult terrain (your choice when you cast the spell).
* You can touch a living plant with 10 or fewer hit points remaining to stimulate regenerative growth.The plant regains 1 hit point at the start of each of its turns for the next minute.
### Credits
Oath of the Tender text and concept by Chris Reynolds with heavy influence from _Tenders of the Scorched Grove_ by Hit Point Press, Copyright 2019, Hit Point Press Inc. Authors: Jordan Richer, Christopher Pinch, Andrea Bruce, TR Rowe and Matthew Gravelyn.
Art by Johanna Tarkela and Veronika Fedorova featured in _Tenders of the Scorched Grove_. This class was written for personal use only and not for reproduction or distribution. No rights reserved or assumed for original _Humblewood_ content by Hit Point Press .
