wyrdkeeper
Not all paladins are found in marble temples or fields of war. A Wyrdkeeper swears their oaths beneath ancient boughs, beside moonlit pools, or within rings of standing stones where the veil between worlds wears thin. They embody both blossom and birar, feast and famine, laughter and cruel trickery. Wyrdkeepers seek a truth beyond mortal understanding, and when they find society grows stagnant, they stir it, causing chaos, just as nature is wont to do.
Tenets of a Wyrdkeeper
Stoke the Flame. Where spirits dull and purpose falters, stir motion. Inspire, provoke, unsettle, or embolden as the moment demands. A stagnant world decays; a stirred one lives.
Guard What Burns. Preserve that which thrives: Art, devotion, ambition, wild growth, fierce devotion, fragile brilliance. Oppose forces that would render the world inert or colorless. Protection may require gentleness or severity; choose as necessity dictates.
Tend Your Inner Fire. Feed your own vitality. Seek triumph, revelry, mastery, ecstasy, or conquest; Whatever keeps your spirit sharp and unextinguished. One who neglects their own flame grows brittle and empty.
Burn Unapologetically. Do not diminish yourself for comfort or approval. Let your presence be felt, whether as warmth, illumination, or a consuming blaze. It is better to blaze and reshape than to fade.
Focus Spells
You have a list of spells that you always have prepared and doesn't count against your total number of prepared spells, these spells are the following:
| Paladin Level | Spells |
|---|---|
| 3rd | Ensnaring Strike, Speak with Animals |
| 5th | Moonbeam, Misty Step |
| 9th | Plant Growth, Protection from Energy |
| 13th | Ice Storm, Stoneskin |
Nature's Wrath
Using your Channel Divinity, you invoke primeval forces to ensnare a foe.
As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see.
Turn the Faithless
Using your Channel Divinity, you can as an action present your holy symbol and speak a prayer censuring your foes.
Depending on your usual damage type, you affect a different type of creature.
| Damage Type |
|---|
Aura of Warding
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures that are affected by your Aura of Protection have a damage reduction equal to half your Charisma Modifier to all damage from spells.
Persistent Sentinel
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.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Ancient Champion
You can assume the form of nature, taking on an appearance you choose; For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.