Nature Champion (5e class)

## **Nature Champion**

One with the force of creation and the bringing of life, Nature Champion is one with the elements and can embody the power and wrath of the creatures within the world. Their abilities rage within their bloodlines along with the amount of study they must maintain to keep their powers active and keen.

## **Playing a Nature Champion**

As Nature champion, you harness the sheer force of nature itself to protect or destroy whatever you see before you. The power to empower a trait from creatures you have seen is something of a legend. Why there is only 4 of you in the world.

## **Creating a Nature Champion**

### **Requirements**

**Alignment:** Any Neutral

**Starting Age:** A nature champion can vary from prodigy and skill to starting at the age of 20- 60

**Race:** You must be a race of flesh and blood. Constructs cannot be this class.

### **Class Features**

As a Nature Champion, you gain the following features.

### **Hit Points**

**Hit Dice:** 1d10

**Hit Points at 1st Level:** 10 + Constitution Modifier

**Hit Points at Higher levels:** 1d10 (7) + Constitution Modifier

### **Proficiencies**

Armor: All Armors

Weapons: Simple Weapons, Martial Weapons.

Tools: Any

Saving Throws: Strength, Wisdom

Skills: Choose any 3 from the skill list.

### **Equipment**

You start with the following equipment in addition to the equipment granted by your background.

* (a) Simple Weapon or (b) Martial Weapon
* (a) Ring Mail or (b) Chain Shirt or (c) Leather
* (a) dungeoneer's pack, (b) explorer's pack, or (c) scholar's pack
* 1 Choice of a Common Magical Item

* 3d8x10 gold

### **Natures Awakening**

Starting at 1st level, you feel a power awaken deep inside you as Nature itself seems to talk to you and guide you. You gain Knowledge of Nature itself giving you Expertise in Nature checks. In addition, you Gain Nature Power. this ability allows you to protect yourself, deal more damage, or commune with nature.

* Spend 2 Nature Power: As an action, cast Commune with nature or speak with Nature.
* Spend X Nature Power: Deal an additional 1d6 of your weapon's damage per point spent
* Spend X Nature Power: Take 5 points of damage less from any attack per 1 point.

You Cannot spend these points on your Elemental Abilities unless an ability says otherwise. If you're out of Nature power you take Vulnerable damage to Bludgeoning, Slashing, and Piercing damage. You must take a long rest to restore your Nature Power.

### **Elemental Understanding**

Also at 1st level, you now know all elemental energies that exist in the world. You gain Expertise in Survival and gain advantage on any History checks that deal in elemental knowledge. In addition, you now add your Strength Modifier to your Elemental Damage. You also gain the power to bend and manipulate these elements to your will. This power is represented as Elemental Force. Elemental Force can do many things such as protect you or your allies from elemental damage, reflect small amounts of damage back at an enemy, or enhance your elemental powers.

* Spend X Elemental Force to protect yourself or your Allies where X is the amount of damage reduced from the attack. (E.g If an attack deals 15 fire damage you can spend as many points you want to take that much less. for example, spending 5 Elemental Force points Subtracted from 15 you take 10 instead.
* Spend X Elemental Force to Increase the damage where X is the amount of damage you deal in addition.
* Spend 5 Elemental Force: Elemental Slash: As a bonus action, fire a 10ft cone of an elemental type of your choice, forcing a dexterity saving throw DC 8+Wisdom Modifier+ Proficiency to deal 4d6 damage of that elemental type.
* Spend X Elemental Force to reflect the damage another dealt back at them. Where X is the exact total amount of damage the attack dealt. The damage must be exact to the elemental attack or the ability fails.

### **Avatar Resistance**

Starting at 1st level, You can choose one elemental resistance of your choice and at later levels, gain additional resistances. 10th a Second resistance, 16th a Third resistance, 20th a Forth resistance. at 21st level, you gain all of them.

### **Elemental Weapon Link**

Starting at 2nd level, you can choose one weapon type to bond with. (E.g Swords, Maces, Axes, Bows, etc) and after a ritual of 3 hours with your weapon in hand and the stars watching you. Your weapon gains +2 to its quality, an additional 1d6 of an elemental damage type of your choice and it deals non-resisted damage. (E.g If a creature is resistant to slashing this weapon goes through it.) In addition, any time you come into contact with that weapon type you can hear it's pleasures, pains, regrets, desires, and it's sorrows. Allowing you to understand the weapon on a personal level. The longer you touch the weapon the more you know of it and it's abilities, it's damage and its powers. As a full action (Spending your Movement, bonus and action) you can summon any other of the last 5 weapons you can into contact with. The more you know of the weapon the longer you can keep in summoned. You can even study a weapon and use that as a catalyst for your summon. If you held the weapon for a full minute your summon lasts for one minute. (E.g if you held it for less that's how long it will stay for. Also, anything under 6 seconds is converted to one action.) If the weapon belonged to someone else and doesn't take kindly to you, at the end of your summon you will take 3d8 Psychic damage and you cannot summon that weapon again. You must take a long rest before using this ability again. at 15th level, the amount of weapons you can remember increases to 10, at 20th level, it increases to 15, at 21st level, it increases to 20.

### **Avatar State**

Starting at 2nd level, your rage, your passion can also be a danger to others. you gain the Avatar Rage ability.

During combat when you are below half hp you can use this ability to turn the tides of the battle.

This ability gives you the following,

* Xd8 in temporary Hp, where x is your level's Avatar Rage
* Xd8 in additional damage to weapon attacks only
* Half the Xd8 (Minimum of 1) in reduced damage from all attacks
* Bonus Action: Elemental strike: Adds 1d6 to your weapon attacks of an elemental damage type of your choice.

Once the combat is done you drop to 1 hp and go unconscious until woken up. You cannot use this ability again for 1d4 days.

At 9th level, you gain additional abilities

* Action: Elemental blast: (Dexterity attack roll) to deal 3d8 + Wisdom modifier + Strength modifier (from Elemental Understanding) In the Elemental damage type of your choice.
* Bonus Action: Avatar Roar: Wisdom Saving throw Dc (8+ wisdom modifier + proficiency) To make enemies you see within 60ft of you be frightened by your power.

At 14th level, you gain Aditional abilities

* Regeneration 10: At the start of your turn you heal 10 hp.
* Action: Elemental Beam: Dexterity saving throw Dc (8+ wisdom modifier + proficiency) Dealing 8d8 + Strength modifier (from Elemental Understanding) or half on success in the Elemental damage type of your choice.

### **Nature's Polymorph**

Starting at 2nd level, You can now polymorph into creatures you meet, see, or even study about. But you must have examined them for at least half of a full day. and they must be Cr 1/2 or lower. You can only use this ability twice a day before needing a long rest to use it again. In addition, you gain the Alter self spell and can use it you up to the total of your wisdom modifier. This ability follows the duration rules and hp rules of the Polymorph spell. The Cr limit of this ability increases to 3 at 5th level, 5 at 10th level, 9 at 15th level, and 15 at 20th level. finishing at 25 at 21st level.

### **Natures Fusion**

Starting at 3rd level, you can now choose to not polymorph into the creature of your choice, but instead, take on their aspects. (stats) If you do so, you do not gain the hp you would from polymorph. In addition, for 2 Nature Power, you can also gain their resistances, and abilities as well. This includes Ac, the stats, (Not including Hp and once you use the ability you must take the stats of the creature, even if yours are higher.) the resistances, (All resistances, Including conditions) and attacks they would have. This ability lasts the same duration as Polymorph and cannot be used again until a short or long rest. At 10th level, you can use this ability twice. at 15th level, you can use this ability three times. and at 20th level, you can use this five times. If you reach the 21st level, you can use this ability at will.

### **Ways of the Champion**

Starting at 3rd level, you gain a choice of the path you wish to take on your journey of Champion. These ways are at the bottom of the class.

### **Triad Power**

Starting at 5th level, you can convert Nature Power into Elemental force and vis-versa. The table below shows the costs to do so.

 4
 6
 8
 10

In addition, you can spend 2 Nature Power and 10 Elemental Force to gain 1d8 of Avatar Rage damage to your attacks in Avatar State.

### **Avatar's Awakening**

Starting at 5th level, you gain a fly speed of 10ft, a swim speed of 10ft, a burrow speed of 10ft, and a walking speed of 40ft. If your base speed is already better take the better of the both and add +10ft to it. In addition, you can now meditate instead of long rest for 1 hour. If you are left to meditate for 2 hours or more you can contact one of the other Nature Champions to gain advantage in a saving throw of your choice depending on what you learned in the conversation. You can only have one advantage at a time.

### **Elemental Devourer**

Starting at 8th level when taking elemental damage you can absorb the amount taken and gain half of it as Elemental Force. In addition, you gain temporary resistance to that element. If you have resistance already you instead gain immunity. This only lasts until the end of your next turn.

### **Nature's Wrath**

Starting at 9th level, You can now embody the power of Nature and go into a rage like state. You cannot use Avatar state or Elemental Fury with this ability. You can only use this ability up to the total of your Wisdom Modifier times. When activated, you take half damage to all attacks magical or non-magical except Ethereal and elemental damage. In addition, Your critical range increase for your Natures polymorph creatures attacks to 18 instead of 20 and your Nature's polymorph can be used an additional 2 times while in this state. Also, Your Piercing, Slashing, Bludgeoning damage deal an additional 1d12 in that damage. This state only lasts for 1 minute and once it's done cannot be used again for 1d4 days.

### **Elemental Fury**

Also at 9th level, You can become the avatar of a primordial elemental going into a state of unknown power. You cannot use Natures Wrath or Avatar State with this ability. In this state, you gain 4d20+ con modifier in temporary hp and you take half damage from all elemental damage. In addition, instead of gaining half of the damage as Elemental Force from Elemental Devourer, you gain full and have a new Max of (your level + wisdom modifier) x4 of Elemental Fury. If you go over the maximum amount you take that much damage extra. Your elemental attacks go through Immunity and resistances while in this form. This state only lasts for 1 minute and once it's done cannot be used again for 1d4 days.

### **Cosmic Beast**

Starting at 12th level, all Slashing, Piercing, and Bludgeoning polymorph creature attacks deal an additional 1d8 per attack. In addition, you now gain the hp of the polymorphed creature from Natures Fusion.

### **Cosmic Elements**

Starting at 12th level, all elemental attacks deal an additional 2d6 of an elemental damage type of your choice. In addition, when reflecting damage with Elemental Force it deals an additional half of the damage to the target.

### **Cosmic Avatar**

Starting at 12th level, While in Avatar State, your movement is 60ft and you gain a flight speed of 20ft. In addition, your elemental abilities (E.g Elemental Strike, Elemental Blast, Elemental Beam) deal an additional 1d10 in the element you chose.

### **Nature Heal**

Starting at 17th level, as an action, you can now spend your Nature Power to heal you or your allies for 10 per 3 points spent. In addition, if you spend 6 instead of 3 you can remove all negative effects, and conditions.

### **True Avatar State**

Finally, at 20th level, you can now control the avatar state and no longer go into a rage. and can now fuse all three rage abilities into one gaining these additional abilities

* Action: Elemental Slash: 220ft line Dexterity saving throw Dc (8+ Wisdom modifier + Proficiency) Dealing 10d10 damage of the elemental damage type of your choice. (Not including any of your increases.)
* Elemental Travel: 60ft of flight speed, 60ft of Swim speed, 60ft of Burrow speed, 90ft of movement speed.
* Natures Skin: AC 18+ Dexterity Modifier
* Avatar Ferocity: All attacks, deal an additional 1d20 Force Damage.

## **THE 21ST LEVEL**

### **Requirements**

You must complete the challenge of the 4 in order to obtain the ultimate power of the Nature Champion

Each test is up to the Dm's discretion and the 4 other Nature Champions are also level 20 in the class. Once you finish the tests you must meditate on all of your lessons and if your Dm deems that you passed the test your rise and gain the 21st level in Nature Champion. (Keep in mind that just because this is here doesn't mean your DM must use this as a plot point or even at all. This is just a nice helping hand to Dm's who need a bit of help in their world.)

### **Universal Birth**

Starting at 21st level, you can now see the universe as a whole and when you pass you can now choose your reincarnation within a child that is born the same time you pass. In addition, you can pass a feat down to you reincarnate self.

### **Universal Chakra**

Starting at 21st level, as an action, you can target an enemy and force them to make a Constitution saving throw Dc (10+ Wisdom modifier + Proficiency) on a fail the target cannot use any elemental type damage for 1 hour.

### **Creation**

Starting at 21st level, as a full action, you can create any one thing out of seemingly nothing. As if it was from a wish spell. This may only be used once per 1d6 days.

### **Cosmic Time**

Starting at 21st level, Finally, Time no longer effects you. as you are no longer killable by time or age. In addition, Stop time does not stop you from taking your turn.

## **Ways of the Champion**

Starting at 3rd level you can choose one of the ways to create your Nature Champion.

## **Way of Nature**

One with the Way of Nature is the master of Nature Itself and they pride themselves in being the protectors of the world's wildlife and natural beauty.

### **Fey Knowledge**

Starting at 3rd level, you gain the knowledge of the Nature lords and gain proficiency in History and Religion. In addition, you gain the language of Beasts and Fey.

### **Greater Polymorph**

Starting at 7th level, you can use Natures Polymorph 4 times instead of 2 and in addition, your first attack as a polymorphed creature does an additional 1d8 piercing damage.

### **Natures Blessing**

Starting at 10th level, you gain 5 more Nature Power to your maximum. In addition, you gain these abilities,

* Spend 2 Nature Power: as an action, cast Grasping Vines.
* Spend 1 Nature Power: as a bonus action, you can cast Mending and druid craft.
* Spend X Nature Power: as a free action, you can teleport X x 10 amount of feet to an empty location you can see within the range you created with X Nature Power. (E.g if you spend 9 Nature Power to teleport 90ft to a location you can see within range.)

### **Nature Mastery**

Finally at 14th level, when you use Nature's Wrath, you can also use nature's fusion as a free action but only once for the activation of Nature's Wrath. you become Immune to Slashing, piercing, bludgeoning instead of resistant. however, you take double damage to fire. In addition, you also deal 1d12 instead of 1d8 from Cosmic Beast.

## **Way of the Elemental**

One with the Way of the Elemental uses the Fury and sheer power of the elements to safeguard the elemental planes with the Druids.

### **Primordial Knowledge**

Starting at 3rd level, you gain the knowledge of the Primordial deities and gain proficiency in Arcana and Perception. in addition you learn the languages of the elements and Primordial.

### **Greater Elemental Weapon**

Starting at 7th level, your Elemental Weapon Link gains an additional 1d8 with its damage. In addition, you gain proficiency in another weapon type and can hold 5 of that type as well. Each set of 5 is different from each other. (E.g if your first was swords you can only remember 5 swords and if your other was axes you can only remember 5 axes.)

### **Elemental Power**

Starting at 10th level, Whenever you are hit with an elemental damage type that you are resistant to. you heal 1d10 + X where X is the amount of Elemental Force you wish to spend to heal. In addition, when healing you can chain it to an ally that is within range of 30ft of you and heal for half of the total.

### **Elemental Deity**

Finally, at 14th level, when you use Elemental Fury you become Immune to the elemental types that you are resistant to. In addition, you gain 6d20 + con instead of 4d20. Lastly, your attacks also deal an additional 1d8 Elemental damage.

## **Way of the Avatar**

One with the Way of the Avatar uses their rage and strength to seek a form a balance in the world and bring peace to the universe at large.

### **Cosmic Knowledge**

Starting at 3rd level, you gain the knowledge of the realms around and gain any language that your party has that you do not. You can only learn 3 languages this way. In addition, you gain proficiency in Survival and Persuasion.

### **Greater Avatar Awakening**

Starting at 7th level, when you go into your meditation for 1 hour you can switch out your elemental resistance from Avatar resistance and choose a different element. You can do this up to the number or your total wisdom modifier.

### **Cosmic Balance**

Starting at 10th level, When you use two elements in a single attack you gain 1d4 turns of +X to your attack rolls. Where X is the number on the d4. In addition, you gain an additional 2d10 + Con modifier to your Hp permanently.

### **Avatar's Dance**

Starting at 14th level you can now use these following abilities.

* Bonus Action: Avatar dance: This gives you advantage on Dexterity saving throws and checks
* Action: Avatar's Pulse: you summon a pulse within an 80ft radius of you. forcing a Constitution Saving Throw, Dc (8+ Wisdom Modifier + Proficiency) Dealing 10d8 damage of the elemental damage of your choice. or half on a success.

## **Way of the Aspects**

Ones with the Way of the Aspects take the power of the creatures they become and embody their true nature.

### **Monster Knowledge**

Starting at 3rd level, you gain knowledge of two creatures within your CR level for Nature's Polymorph (Dm's Discretion). In addition, you also gain proficiency in Survival and Animal Handling.

### **Greater Nature's Fusion**

Starting at 7th level, you get to choose an Aspect to follow and gain powers based on the path chosen.

Aspect of the Beasts: your beasts polymorphs gain an additional resistance of your choice.

Aspect of the Dragon: your Dragon polymorphs also have an additional movement speed of your choice depending on what's missing. 30ft of Swim, Burrow, or flight.

Aspect of the Aberration: Your Aberration polymorphs gain your strength modifier to their damage.

Aspect of the Monstrosity: Your Monstrosity polymorphs gain 2d10 temporary hit points.

### **Cosmic Aspects**

Starting at 10th level, you gain another powerful ability depending on the aspect you chose. In addition, you no longer need to use nature's polymorph to activate Nature's fusion for a creature you already know. You can use the ability as if you have used Nature's Polymorph.

Aspect of the Beasts: You can change into a beast's aspect as a free action before a combat starts.

Asoect of the Dragon: You gain an additional resistance to the color of your dragon, however, take double damage to its weakness. Even if you have it's resistance as your character.

Aspect of the Aberration: You gain advantage on Wisdom saving throws and are immune to magical sleep.

Aspect of the Monstrosity: Your monstrosity polymorphs deal an additional 1d8 force damage whenever they use multi-attack.

### **Master of the Aspects**

Finally at 14th level, you gain your final ability from your chosen aspect.

Aspect of the Beasts: as a bonus action you can go invisible as your beast polymorphs and deal 2d12 extra damage on your next strike. you must take a short or long rest before using this ability again.

Aspect of the Dragon: Second Breath: You can use the breath weapon a second time. however, it deals half the damage dice then the original before needing to recharge.

Aspect of the Aberration: You are immune to charm effects and gain one use of Prismatic Spray.

Aspect of the Monstrosity: Tarrasque's Reflective Carapace: If you are targeted by a ranged spell attack or a line spell that requires a saving throw, and the attack fails by 5 or more or you succeed on the saving throw by 5 or more, you can use your reaction to cast the spell at it's lowest level. This cannot affect spells with a level higher than your Wisdom modifier + 3. You can use this ability up to the number total of your wisdom modifier.