Base Class: Paladin
Beastkin are paladins that honor the balance of nature and the creatures who adhere to that balance. Beastkin paladins vary as much as the creatures they fight beside and protect. Some paladins are wild, fierce, and do not seem to fit into what some would call the civilized world. Others are loyal and determined to a fault and will do anything to protect those close to them. While there are some paladins that are quiet, reserved, and are content to watch and discern the intentions of those around them. Whatever their nature, beastkin paladins find solace and clarity within the natural world and the creatures they are sworn to protect.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Beastkin table. See the Sacred Oath class feature for how oath spells work.
Oath of the Beastkin Spells
Paladin Level Spells
3rd armor of agathys, longstrider
5th Pass Without Trace, Protection from poison
9th Conjure Animals, Speak with Plants
13th Freedom of Movement, stoneskin
17th Tree Stride, Awaken
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.
Nature's Wrath - You can use your Channel Divinity to become a savage force of nature. For one minute, you are able to score a critical hit on an 18, 19, or 20. You add your charisma modifier to your attack and damage. If your weapons are not magical, they become magical for the duration.
Only the Strong Survive - For one minute, all allies within 120ft are granted resistance to a certain type of damage that you choose and are also granted advantage on death saving throws.
Resolve of the Beast
Starting at 7th level, your time in the wilds and around other beasts have steeled your resolve. You and your allies have advantage on saving throws against being charmed or frightened. You also have advantage on intimidation and persuasion checks.
At 18th level, the range of this aura increases to 30 feet.
Fellowship of the Wilds
Starting at 15th level, your experience fighting within a group has benefited you and your allies greatly. As such, you can exploit an enemy's opening when they attempt to attack one of your own. Whenever an enemy makes an attack at an ally, you can use your reaction to make an attack against them.
Strength of the Pack
At 20th level, you tap into the primal instincts of the pack. As an action, you can magically become the avatar of the hunt and gaining the following benefits for you and your allies for 1 minute:
- You and your allies gain temporary hit points equal to 1d10 + your charisma modifier
- Enemies within 20ft of you have disadvantage against spells saves and channel divinities.
- You and your allies have advantage on attacks against enemies so long as one of you is within five feet of the other.
Once you use this feature, you can’t use it again until you finish a long rest.
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