TEXT: Divine Chamnpions: Goddesses of
  Nature, Might, and Magic
  By: Andrew Ceasar
  
  Barbarian - Path of the Verdant
  Rager
  Barbarians that walk this holy path are champions of the
  goddess Chauntea. Many Verdant Ragers are guardians of
  Chauntea’s sacred groves and temples. Others seek out
  Blight Druids of Talona and destroy them before they can
  cause more harm to the natural world. There are a few
  Verdant Ragers that travel the world spreading Chauntea’s
  message of union with the land, preach a balance of
  civilization and nature, and are prepared to bring their
  incredible might to bear to defend that balance. Blending the
  ability to take on plant-like aspects and their unquenchable
  rage, Verdant Ragers are a force to be reckoned with.
   
  Path of Verdant Rager Features
  Barbarian Level
  Features
  3rd
  Force of Nature
  6th
  Chauntea's Blessing
  10th
  Briar Shield
  14th
  Treant Form
   
  Force of Nature
  Starting at 3rd level, you call upon the spirits of nature to
  lend you their strength when you rage, taking on aspects of
  the mighty oak. Your skin hardens, becoming bark-like and
  granting you a +2 to your Armor Class. Your limbs lengthen,
  increasing your size to large and granting you a Reach of 10
  feet. Finally, small leaves sprout across your body, granting
  one of two different abilities. If you are in direct sunlight, you
  heal your Barbarian level in hit points at the end of your turn,
  up to half your maximum Hit Points. If you are not in direct
  sunlight, the sprouts thicken granting you a protective barrier
  in the form of temporary hit points equal to your Constitution
  modifier plus your Barbarian levels.
  Chauntea’s Blessing
  Starting at 6th level, you are granted a few spells and the
  willpower to use them even in the throes of your rage. You
  can cast Goodberry, Spike Growth, and Speak with Plants
  once without needing a spell slot or expending their material
  components. You gain these spells back after finishing a long
  rest. The spells gained from this feature can be cast even
  while you are raging; furthermore, raging does not break your
  concentration on these spells. Wisdom is your spellcasting
  ability for these spells.
  Briar Shield
  Starting at 10th level, you can summon forth large thorns to
  punish your enemies and protect yourself from harm. When
  you are hit with a melee attack, as a Reaction, you gain
  temporary hit points equal to twice your level that last until
  the start of your next turn. The attacker also takes 2D8 + your
  barbarian level piercing damage. You must finish a short or
  long rest before you can use this feature again.
  Treant Form
  Starting at 14th level, when you rage, you take on the form of
  a powerful treant. Instead of becoming large, you become
  huge and gain a reach of 15 feet. Your bonus to AC becomes
  +4. All of your melee weapon attacks deal an extra 1D8
  Piercing Damage as spectral thorns coil around your
  weapons.
  1
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Bard - College of the Heart Warder
  The college of the Hearth Warder is a group of bards that
  worship the fire haired goddess, Sune. They encourage
  beauty, art, and love wherever they find it. Heart Warders
  seek out beauty, pleasure, and foster the creation of art and
  song. They tend to be artists, performers, and crafters. Some
  Heart Warders travel the world to discover hidden beauty and
  protect the world from the ugliness that is greed, jealousy and
  tyranny.
   
  College of the Heart Warder Features
  Bard
  Level
  Features
  3rd
  Bonus Proficiency, Heart of Passion, Lips of
  Rapture
  6th
  Voice of the Siren
  14th
  Tears of Evergold
   
  Bonus Proficiency
  You gain Proficiency with Whips.
  Heart of Passion
  Starting at 3rd level, your words are filled with such passion
  that you can stir feelings within even the most cold hearted.
  You have advantage on all Charisma (Persuasion) checks.
  Lips of Rapture
  Starting at 3rd level, your kiss bestows bliss and euphoria
  upon its recipient, allowing them to shrug off crippling effects
  and strengthening their will to fight. As a bonus action, you
  can expend one use of your Bardic Inspiration to blow a kiss
  to a target within 30 feet. The target removes the Paralysed
  and Poisoned conditions and reduces their exhaustion level
  by 1. The target gains a bonus to damage rolls equal to your
  Proficiency bonus. These effects last for 1 minute after which
  the conditions return, resuming their durations.
  Voice of the Siren
  Starting at 6th level, your voice is so alluring that it enhances
  your enchantment magic. Targets of your Enchantment spells
  have disadvantage on their saving throws. If you cast a spell
  that attempts to Charm a target and it succeeds on its saving
  throw, the target has no idea that you tried to charm it.
  Tears of Evergold
  Starting at 14th level, you can cry tears drawn from Evergold,
  a sacred pool that enhances beauty and has healing powers.
  Once a week, you can create a Greater Healing Potion or a
  Philter of Love by spending one minute crying.
  2
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Fighter - Crimson Knight
  Crimson Knights are devoted followers of the goddess Red
  Knight. They dedicate themselves to the study of historical
  warfare, combat tactics, and maneuvers. Just one Crimson
  Knight could change the tides of a battle and snatch victory
  from the jaws of defeat. Their commanding voice and
  gleaming red armor announce their presence on the
  battlefield. Some Crimson Knights sell their services as
  mercenaries, others travel the world learning other countries’
  and peoples’ combat techniques, and a rare few roam village
  to village helping to teach defensive tactics and shoring up
  defenses. Whenever a major war breaks out, you can
  guarantee at least one Crimson Knight has come to lend a
  hand in victory.
   
  Crimson Knight Features
  Fighter Level
  Features
  3rd
  Combat Ethos
  7th
  Inspiring Presence
  10th
  Crimson Knight's Regalia
  15th
  Conjure Siege Weapon
   
  Combat Ethos
  Starting at 3rd level, you have mastered a unique combat
  style and mantra. Choose one of the following options.
  Unstoppable Force. You don’t give your enemies a second
  to catch their breath as you hammer your weapon into them.
  When you take the Attack action, you can trade defense for
  offense. Your first attack deals an additional +5 damage, but
  your AC becomes 10 until the start of your next turn. You gain
  the bonus damage to additional attacks at certain levels of
  this class. Two of your attacks gain the bonus damage at 5th
  level, three of your attacks at 11th level, and four of your
  attacks at 20th level.
  Immovable Object. You know the best offense is a good
  defense. You cannot be knocked prone unless you choose to
  be. If an effect would force you to move, you reduce that
  movement by 10 feet. At the start of your turn, you gain a
  number of Temporary Hit Points equal to your Proficiency
  Bonus.
  Eye for an Eye. You pay back every attack and insult with
  one of your own. When you are hit with a melee weapon
  attack, as a Reaction, you may make an Attack against the
  creature that hit you.
  Inspiring Presence
  Starting at 7th level, you constantly emanate a bolstering
  aura that lends strength to your allies’ attacks while you are
  not incapacitated. The aura extends 10 feet from you in every
  direction but not through total cover. Allies in your aura gain
  a damage bonus to weapon attacks equal to your half your
  Proficiency Bonus (Rounded Down).
  Crimson Knight’s Regalia
  Starting at 10th level, you bestow special powers upon a suit
  of medium or heavy armor. You can transform one suit of
  armor into your Crimson Knight Regalia by performing a
  special ritual while you wear the armor. You perform the
  ritual over the course of 1 hour, which can be done during a
  short rest. You can use a bonus action to dismiss the armor,
  shunting it into an extradimensional space, and it appears on
  you whenever you use a Bonus Action to summon it. You can’t
  affect an artifact in this way. The armor ceases being your
  Crimson Knight Regalia if you die, if you perform the 1-hour
  ritual on a different suit of armor, or if you use an 1-hour
  ritual to break your bond to it. The armor appears at your feet
  if it is in the extradimensional space when the bond breaks.
  The armor grants you Resistance to non-magical Weapon
  Attacks.
  Conjure Siege Weapon
  Starting at 15th level, as an Action, you summon a magical
  siege weapon from the Red Knight’s sacred armory.The
  attacks of the siege weapons are considered magical. When
  you use this feature, choose one of the options below.
  Ballista. You summon a ballista in a space adjacent to you.
  The ballista takes up a 10 by 10 foot area. At the end of each
  of your turns, it makes a Ranged attack against a creature
  within 400 feet of it. The ballista uses your Proficiency bonus
  + Intelligence Modifier as its bonus to hit and deals 3D10
  Piercing Damage. The ballista lasts for 1 minute.
  Trebuchet. You summon a trebuchet in a space adjacent to
  you. The trebuchet takes up a 10 x 15 foot area. At the end of
  your turn, it launches a massive stone that disappears after it
  lands. Creatures in a 20 foot radius within 400 of the
  trebuchet must make a Dexterity Saving Throw against a DC
  equal to 8 + your Proficiency Bonus + your Intelligence
  Modifier. On a failed save, the creature takes 8D10
  Bludgeoning Damage, and on a successful save, they take
  half the damage. The trebuchet disappears after this attack.
  Battering Ram. You summon a battering ram that you
  make a special Attack with. If you are holding a weapon, it
  instead becomes the battering ram. You are proficient with
  the battering ram and can make one melee attack with it. It
  deals 8D6 + your Strength modifier bludgeoning damage. If
  you hit a creature with this attack, it must make a Strength
  Saving throw with a DC equal to 8 + your proficiency bonus +
  your Strength modifier. On a failed save, they are knocked
  back 30 feet. If the target was an object, it instead takes
  double the amount of damage. You must finish a long rest
  before you can use this feature again.
  Red Knights Battle Standard.
  Starting at 18th level, you can summon forth the Red Knight’s
  battle standard and rally your allies. As an action, you conure
  the battle standard and plant it in a space adjacent to you.
  The standard creates an aura in a 30-foot radius around that
  point. The standard cannot be moved or harmed in any way
  and can be dismissed as a bonus action. The standard grants
  you and your allies several benefits. Each creature of your
  choice in the aura when the standard appears gains 30
  temporary hit points. In addition, you and your allies gain
  advantage on Strength checks and Strength saving throws
  while in the aura and a +1 to AC.
  3
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Paladin - Oath of Mystic Fire
  The Oath of Mystic Fire is an oath sworn by paladins that
  serve the goddess of magic, Mystra. These paladins, known
  as Knights of Mystic Fire, travel the world with members of
  Mystra’s church or bands of adventurers to locate caches of
  magic items and rediscover spells lost to time. Others
  become staunch defenders of Mystra’s temples and sacred
  locations. There are rumors that a few Knights of Mystic Fire
  hunt down defiliers of the Weave and bring them to justice.
  Knights of the Mystic Fire work closely with arcane spell
  casters and learn to bolster their allies’ spells.
   
  Oath of Mystic Fire Features
  Paladin Level
  Features
  3rd
  Channel Divinity, Gift of Magic
  7th
  Aura of Arcane Potency
  15th
  Spellfire Smite
  20th
  Spellfire Mantle
  Tenets of Mystic Fire
  Paladins of the Oath of Mystic Fire share these tenets.
  Sponsor Magic. Magic is a gift that should be shared with
  all. Show the world the wonder of magic and always foster it
  as a tool for good.
  Rediscover Lost Magic. Seek out lost troves of magic
  items, forgotten spells, and artifacts of power for they are
  gifts from Mystra.
  Punish Those Who Would Misuse Magic. Strike down
  those that would use magic to harm the innocent or use it to
  fuel tyranny.
   
  Oath of Mystic Fire Spells
  Paladin Level
  Spells
  3rd
  magic missle, identify
  5th
  invisibility, rope trick
  9th
  dispel magic, fireball
  13th
  dimensional door, polymorph
  17th
  legend lore, teleportation circle
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  Channel Divinity option. See the Sacred Oath class feature
  for how Channel Divinity works.
  Spell Shatter Strike. You use your channel divinity to
  smite your foes with arcane energy that strips them of
  magical effects. When you hit with a melee attack, you can
  use your channel divinity to deal an additional 2D6+your
  paladin level Force damage. One spell effect of 2nd level or
  lower on the target ends. If the spell effect is 3rd level or
  higher, make an ability check using your spellcasting ability
  modifier. The DC equals 10 + the spell’s level. On a successful
  check, the spell ends.
  At certain levels you can dispell a higher spell effect
  without making a check. You can dispell a 3rd level effect at
  5th level, 4th level effect at 11th level, and a 5th level effect at
  17th level.
  Gift of Magic
  Starting at 3rd level, you learn a number of spells that you
  can cast as rituals. These spells are written in a ritual book,
  which you must have in hand while casting them. You gain a
  ritual book holding two 1st-level spells taken from the
  Wizard’s spell list. These spells must contain the ritual tag.
  Charisma is your spellcasting ability for these spells.
  If you come across a spell in written form, such as a spell
  scroll or a wizard’s spellbook, you might be able to add it to
  your ritual book. The spell must be on the wizard’s spell list,
  the spell’s level can be no higher than half your level (rounded
  up), and it must have the ritual tag. The process of copying
  the spell into your ritual book takes 2 hours per spell level
  and costs 50 gp per level. The cost represents material
  components you expend as you experiment with the spell to
  master it and the fine inks you need to record it.
  Aura of Arcan Potency
  Starting at 7th level, you constantly emanate an arcane
  bolstering aura. The aura extends 10 feet from you in every
  direction but not through total cover. Spells cast while inside
  your aura have their DC increased by 1.
  Spellfire Smite
  Starting at 15th level, you learn to harness the power of
  spellfire. When you hit with a melee attack, as a bonus action,
  you may deal an extra 4D12 Fire Damage as silvery flames
  erupt from your weapon. You must finish a short or long rest
  before regaining this ability.
  Spellfire Mantle
  Starting at 20th level, As an Action you wreath yourself in
  silvery flames. These harmless, magical flames provide
  several benefits. You gain Cold Resistance As a Bonus Action,
  you can cast Cure Wounds. Charisma is your spellcasting
  ability for this spell.
  As an Action, you can shoot a 60 foot line of silvery flame.
  Creatures in the area must make a Dexterity saving throw
  against your spell save DC. On a failed save they take 6D12
  Fire damage, and on a successful save, they take half that
  damage. This form lasts 1 minute. You must finish a long rest
  before you can use this ability again.
  4
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Paladin - Oath of the Unicorn
  The Oath of the Unicorn is undertaken by paladins of Lurue.
  The oath is about chivalry, grand adventure, and following
  one's dreams, no matter the height. They are the knights of
  folk tales who ride in on their mighty steed and save the day
  at the last second. They are quick to lend a blade to battle
  against evil and even quicker to lend a hand to those that are
  suffering. A rare few are said to ride their namesake into
  battle and become beacons of hope that can turn the tides of
  any battle.
   
  Oath of the Unicorn Features
  Paladin Level
  Features
  3rd
  Channel Divinity
  7th
  Heroic Rescue
  15th
  Unicorn Mount
  20th
  True Hero
  Tenets of the Unicorn
  Paladins of the Oath of the Unicorn share these tenets.
  Joy. Find the joy in everything and bring that joy to those
  that have none. Evil crumbles quickest in the face of razor wit
  and unbridled joy.
  Hope. In the darkest hours, be the hope everyone needs
  and take comfort in knowing that you are the light in the
  dark.
  Love. Be compassionate in all things. Praise everyone for
  their strengths and comfort them when they are weak, no
  matter how unique they may be. Be open with your heart and
  show others the strength of your heart.
   
  Oath of the Unicron Spells
  Paladin Level Spells
  3rd
  cure wounds, heroism
  5th
  aid, find steed
  9th
  deacon of hope, crusader's mantle
  13th
  conjure woodland beings, death ward
  17th
  geis, raise dead
  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.
  Shimmering Shield You can use your Channel Divinity to
  shield you and your allies from harm. As a Reaction, you
  conjure forth translucent rainbow-colored bubbles around
  you and your allies. Until the end of your next turn, you and
  any allies within 30 feet gain +2 to AC.
  Touch of the Unicorn You can use your Channel Divinity
  to empower your healing abilities. When you use your Lay on
  Hands ability, you can use your Channel Divinity to heal
  double the number of Hit Points you choose to heal.
  Heroic Rescue
  Starting at 7th level, you gain the ability to teleport your allies
  out of danger. When an ally within 30 feet becomes the target
  of an attack, area spell, or effect you can use your reaction to
  teleport them to a space adjacent to you. You must finish a
  long rest before you can use this feature again.
  At 18th level, you can use this feature twice before you have
  to complete a long rest to gain it back.
  Unicorn Mount
  Starting at 15th level, when you cast Find Steed you may
  summon a Unicorn. The Unicorn does not gain its Legendary
  Actions.
  True Hero
  Starting at 20th level, you have become a hero of legend.
  Everything seems to go your way, and your stalwart spirit
  remains undaunted even in the bleakest of times. You never
  have Disadvantage on weapon attacks and rolling a 1 on an
  attack roll is not considered an automatic failure.
  5
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Rogue - Fate Gambler
  As a Fate Gambler you learn to press your luck and never
  play the odds. To you, the phrase, “One in a Million Chance”
  is a guaranteed success. Relying on quick wits and more than
  your fair share of luck, you can weather nearly every situation
  unscathed. Fate Gamblers are worshippers of Tymora, the
  goddess of luck. They seek out and fight for the underdog, the
  oppressed, and those said to be touched by Beshaba, the
  goddess of unluck. Rarely do they stay in one place for very
  long as they believe they should follow chance and their own
  innate wanderlust.
   
  Fate Gambler Features
  Rogue Level
  Features
  3rd
  Bonus Proficiency, Lucky Strike
  9th
  Press Your Luck
  13th
  Lucky Charm
  17th
  Reverse Fate
   
  Bonus Proficiency
  Starting at 3rd level, you gain proficiency with one type of
  Gaming Set.
  Lucky Strike
  Starting at 3rd level, you are able to exploit little moments of
  luck to find your opponents weakness and drive your weapon
  home. Whenever you roll Sneak Attack damage and roll all
  even number or all odd numbers, you deal an additional 2D6
  Damage. The amount of damage increases at certain levels in
  this class. It becomes an additional 3D6 Damage at 5th level,
  6D6 at 11th level, and 9D6 at 17th level.
  Press Your Luck
  Starting at 9th level, when you gain the upper hand in a fight,
  you can press the advantage at the risk of setting yourself up
  for failure. When you hit with a weapon attack, you can make
  an additional attack once per round. If you take this extra
  attack and miss your target, you have Disadvantage on all
  attack rolls, abilities checks, and saving throws until the end
  of your next turn.
  Lucky Charm
  Starting at 13th level, your luck starts to rub off on your allies.
  When an ally within 30 feet of you rolls a natural 1 on an
  attack, ability check or saving throw, as a reaction you can
  allow them to reroll the dice. They must take the new result.
  Reverse Fate
  Starting at 17th level, you gain one of Tymora’s greatest gifts,
  the ability to change fates. When you are the target of a
  critical hit, you can instead treat their roll as if they had rolled
  a natural 1. The next time you make a weapon attack it is an
  automatic critical hit. You must finish a long rest before you
  can use this feature again.
  6
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
  Acknowledgements
  A big thank you to The Homebrewery for the layout
  editor. Use the link below to make your
  homebrewed classes look official.
  http://homebrewery.naturalcrit.com/
  Photos
  All pictures used in this document were found on
  google or yahoo under the "free to use or share,
  even commercially" section of their database.
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  7
  Divine Champions | Godesses of Nature,
  Might, and Magic
  
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