Paladin
Base Class: Paladin

These skilled warriors have been chosen by their god to protect nature and punish the wicked. She chooses warriors specifically for their prowess and strength, as well as their unshakable willpower. When they prove themselves worthy of the blessing, she grooms them. The goddess does not appear directly, however, often appearing as a bird or another animal. Sometimes she arrives as a mentor who suddenly disappears when the disciple is finally ready.

Oath Spells

  • 3rd hideous laughter, speak with animals
  • 5th moonbeam, misty step
  • 9th plant growth, protection from energy
  • 13th ice storm, stoneskin
  • 17th commune with nature, tree stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options

Nature’s Weapon. As an action, you can imbue one weapon that you are holding with elemental energy, using your Channel Divinity. For 1 minute, add your Wisdom modifier to attack rolls made with that weapon (minimum bonus of +1). The weapon’s damage also becomes one of the following elements for the Duration: acid, cold, fire, lightning, or thunder

Turn the Wicked. You can use your Channel Divinity to utter ancient words that are painful for fiends to hear. As an action, you present your holy symbol, and each fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. This effect functions the same as the paladin ability Turn the Unholy, but against fiends instead

Aura of Elemental Resistance

At 7th level, the power of nature lies so heavily upon you that it forms an aura of resistance around you. You and friendly creatures within 10 feet of you have resistance to acid, cold, fire, lightning, and thunder damage. At 18th level, the range of this aura increases to 30 feet.

Nature's Breath

Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Elemental Master

Beginning at 20th level, you can use your action to transform into an avatar of elemental might. Choose one type of elemental (CR5) to transform into. For 1 hour, you gain the following benefits:

  • You gain the movement types and speed of the chosen elemental 
  • You gain additional hit points equal to the chosen elemental’s hit point total.
  • You gain resistances, immunities, and senses appropriate to the elemental you chose
  • You maintain your equipment and abilities in this form. You may use this feature once per long rest

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