Age: 175
Resilient Con: +1 Con, Proficiency in Constitution Saves
Waterfall
You guide your companions to victory, signaling which enemies to strike. You gain the following benefits:
You gain proficiency in Medicine. You then gain expertise in Medicine.
When you hit an enemy with a weapon attack made with a martial or natural weapon, you can mark that enemy with arcane energy until the end of your next turn. Natural or martial weapon attacks you or allied creatures make on enemies marked in this way restore hit points to the attacking creature equal to your Constitution modifier (minimum of 1). Full elves can add your proficiency modifier to the amount healed as well. Each allied creature can only be healed in this way once per turn, and only one enemy can be marked at a time.
Ice
Even water must know when to stand firm. You gain the following benefits:
Increase your Constitution score by 1.
Once per turn, when you receive healing from any source, you gain additional temporary hit points equal to your Constitution Modifier (minimum of 1) until the end of combat. These temporary hit points can stack only with the temporary hit points provided by this feat and you can only gain these temporary hit points while in combat.
ASI Cap Increase : +2 Wisdom
Iron and Flesh
At 2nd level, you gain proficiency with longswords, longbows, and heavy armor.
Spire of War
You gain proficiency in the Martial skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
The Tome Tells
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. The chosen spells count as druid spells for you.
Spells Chosen:
Spirit Guardians
Green-Flame Blade
Spire of War
At 10th level, you gain a feature granted by your Druid Circle feature based on your chosen spire.
Once per turn whenever you deal damage with a weapon, you can add an extra 1d8 radiant damage.
Languages
Common, Elven, Druidic, Wicked
Blazing Glory
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Signifier Echelon
Loyalty 1: You can use a bonus action to empower your spellcasting for 1 minute. When you hard cast a spell you add 1d6 additional damage of that spell's damage type to the total damage dealt. You must complete a long rest before you can use this ability again.
Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elf Weapon Training.You have proficiency with the longsword, shortsword, shortbow, and longbow.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Class/Racial Features & Traits