Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment.
Trigger: A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.
The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).
The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.
Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.
Prerequisites: expert in your deity’s favored weapon
Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire.
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.
With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison.