Paladin
Base Class: Paladin

A woman standing on a hill holds a shield at the ready and waves a sword above her head, magical energy flowing to the animals that encircle a monster. A man runs through a battlefield leaping and changing into the shape of the beasts that hunt with him. A man clad in full armor stands in the middle of the a clearing, two wolves at his side. He points his finger toward a creature in the distance and the wolves leap into action as a blast of magical energy lights the evening sky as it streaks toward its intended target. You were chosen by your deity to become an elite warrior-healer, but process was far from easy. You underwent specialized training and learned new skills and new ways of fighting to become a better warrior. You learned new ways to use your magical abilities to become a better healer. You went through a series of magical and surgical procedures to become imbued with the power of a wolf. You trained with the wolves in the forest becoming their companion and master. You can now summon wolf companions and can transform into a wolf.

Leader of the Pack

Having undergone the trials and been successful, the following benefits have been bestowed upon you. Your constitution score increases by 2. Your strength or dexterity (your choice) is increased by 2.  You have Darkvision to 120', and your speed is increased by 10'.

Superior Training

At 3rd level, you learn to speak Winter Wolf. You become proficient with the Alchemists Kit. You gain expert proficiency with Animal Handling. You are also given access to some additional magical abilities.  You gain the spell Find Familiar, it takes no material components or a spell slot. Your familiar can use its attack action but otherwise follows the rules of a familiar and must be cast as a Ritual. You also learn the cantrip Eldritch Blast it is a paladin spell for you and you cast it as a bonus action and has bonus damage based on your CHA modifier. At 3rd level you gain the Misty Step spell and can cast it without using a spell slot or components and counts as a spell for you.

At 3rd level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Keen Hearing and Smell

Being part animal yourself, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Trophy of the Trial

You have marks on your body, a trophy of the trial. You can choose what it looks like but it must be somewhat visible when clothed or wearing gear.  An example would be a triple slash scar across the face or a terribly burned hand. This mark becomes your holy symbol for casting spells. You also gain immunity to poison and the poisoned condition.

Awakened Mind

Your new form gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Pack Tactics

You have advantage on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Channel Divinity

A Wolf Knight paladin of 3rd level or higher gains the following two Channel Divinity options.

Summon the Pack. You can use your channel divinity to summon your pack. As an action, you present your holy symbol, and your pack appears in an empty space within 30' of you. You gain a member of your pack to fight alongside you. Your new pack member is a Dire Wolf but medium rather than large. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your paladin level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. 

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, it is lost until you re-summon the pack. The pack cannot be dismissed, but can be re-summoned, restoring the beast like new, using your channel divinity feature. When you reach 5th, 15th and 20th level you gain another member of your pack.

Transformation. The Alpha has granted you the ability to take his form. You can take on this form as an action.  You become a Dire Wolf, but you are medium rather than large. Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. All your gear transforms with you, but your mark remains in a location relevant to the new form and your original form. You can dismiss the form (no action) and change back to your original form. 

Aura of Fear

Starting at 7th level, the paladin, as well any friendly creatures within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Strengthen the Pack

At 15th level, the paladin gains an extra attack and another pack member. This happens again at 20th level.

Wolf Lord

At 20th level, you can use your channel divinity to transform. As an action, you present your holy symbol to transform yourself and the members of the pack. You absorb the members of the pack into yourself and become a more powerful beast, a full Dire Wolf. Your movement is increased 30ft. You gain a Roar, if you hit with all your attacks you automatically use your Roar. You gain half your amount of HP as temporary HP.  Your AC remains the same, your resistances, proficiency, melee weapon attack and damage, and all Features and Traits carry over.  You can Speak and you can cast Spells.  All your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. All your gear transforms with you, but your mark remains in a location relevant to the new form and your original form. As a bonus action you can dismiss the form and change back to your original form. Your pack is lost until you complete a long rest, and you cannot use transformation or greater transformation again until you complete a long rest.

Roar . You exhale a loud roar in a 15-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking (8d8) thunder damage on a failed save, or half as much damage on a successful one.

Shadow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in the shadows.

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