Fighter
Base Class: Fighter

The desire to preserve and protect the forest extends beyond druidic beliefs. Arborguards are those who venerate the natural world and devote themselves to defending the forest. rooted in ancient druidic magic, these knights consider it their sacred duty to protect the land from exploitation and befoulment. Arborguards employ a combination of martial techniques and druidic magic influenced by the forests to protect their sacred trees.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn the Shillelagh cantrip, as well as one other cantrip of your choice from the Druid spell list. You learn an additional cantrip from this list when you reach 10th level.

Spell Slots

The Arborguard Spellcasting table shows how many spell slots you have to cast your Druid spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Cure Wounds, and you have a 1st level and a 2nd level spell slot available, you can cast that spell using either slot.

Spellcasting Focus

You can use shields and simple melee weapons made of wood that you are proficient with as a spellcasting focus for your Druid spells.

Spells Known of 1st Level and Higher

You know three 1st level Druid spells of your choice, two of which must come from the Evocation and Transmutation spells on the Druid spell list. The Spells Known column of the Arborguard Spellcasting table shows you when you learn more Druid spells of 1st level or higher. Each of these spells must be an Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Druid spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots, and it must be an Evocation or Transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your Druid spells, since you gain them from your communion with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Arborguard Spellcasting

Fighter Level

Cantrips Known

Spells Known

1st Level Spell Slots

2nd Level Spell Slots

3rd Level Spell Slots

4th Level Spell Slots

3rd

2

3

2

--

--

--

4th

2

4

3

--

--

--

5th

2

 4

 3

-- 

-- 

 --

6th

2

 3

 --

 --

 --

7th

2

 5

 4

 --

 --

8th

 2

 --

-- 

9th

 2

 --

 --

10th

 7

 4

 3

-- 

 --

11th

 3

 8

 4

 3

 --

 --

12th

 3

 8

 4

 3

 --

 --

13th

 9

 4

 3

 2

 --

14th

 10

 4

 3

 2

-- 

15th

 3

10 

 4

 3

 2

-- 

16th

 3

 11

 4

 3

 3

-- 

17th

 3

 11

 4

 3

 3

-- 

18th

 3

 11

 4

 3

 3

 --

19th

 3

 12

 4

 3

20th 3 13 4 3 3 1

 

Warden of The Woods

When you choose this archetype at 3rd level, your command of primal magic allows you to imbue your weapon with nature's power.

When you cast the Shillelagh cantrip, its duration is extended to 1 hour and you cannot be disarmed of your imbued weapon unless you are Incapacitated. Additionally, your Shillelagh can be can be temporarily altered to exhibit different natural characteristics. As a bonus action, you can choose one of the characteristics below and, until the start of your next turn, your Shillelagh will exhibit these changes. Some of these options require you to be at a certain level to use them - you gain them automatically when you react its prerequisite level.

No matter which change you cause, you can only cause this change a number of times equal to your Wisdom modifier (minimum once), and regain any expended uses when you finish a long rest.

Ambrosia Pollen

Prerequisite: 10th Level

Clouds of fine yellow powder gently break away from your Shillelagh and float into the wind. A creature hit by your Shillelagh must succeed on a Constitution saving throw against your Spell Save DC or be unable to concentrate on spells until the start of your next turn.

Boscia Roots

Tree roots wind around your Shillelagh, forming a dense knot at its head. A creature hit by your Shillelagh must succeed on a Strength saving throw against your Spell Save DC or become Grappled by roots that sprout from the ground. These roots wither and release the target at the start of your next turn.

Cedrus Resin

Prerequisite: 12th level

Thick tree resin oozes from your Shillelagh. A creature hit by your Shillelagh must succeed on a Strength saving throw against your Spell Save DC or suffer the following effects:

  • The target's speed is halved.
  • The target takes a -2 penalty to its AC and Dexterity saving throws.
  • The target cannot use reactions.

At the start of your next turn, the resin hardens and crumbles away.

Galerina Skullcap

Poisonous Skullcap Mushrooms grow from your Shillelagh. A creature hit by your Shillelagh must succeed on a Constitution saving throw against your Spell Save DC or be Poisoned. At the start of your next turn, the condition ends.

Rubus Throns

Prerequisite: 5th level

Brambles envelop your Shillelagh, causing it to deal slashing damage. A creature hit by your Shillelagh is wreathed in bramble. Whenever a creature wreathed in bramble moves, it takes 1 slashing damage for every 5 ft. it moves. The target or any creature that can reach it can use an action to pull the brambles away with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles remain until the start of your next turn.

The slashing damage increases to 2 when you reach 11th level, and 3 when you reach 18th level.

Hedgewise

At 7th level, your knowledge of the natural world is impressive.

You gain proficiency in the Nature skill, and your proficiency bonus is doubled for any ability check that uses this skill.

Oaken Armor

Starting at 10th level, nature's power wreathes through your spells, granting you protection.

When you cast a spell using a spell slot of 1st level or higher, you gain temporary hit points equal to twice your Wisdom modifier. Alternatively, when you gain these hit points, you can choose to give them to an ally within 30 ft. of you.

Arbor's Favor

At 15th level, you know how to keep some of the natural power you wield in reserve.

When you land a critical hit against a hostile creature with your Shillelagh, you regain one expended use of your Warden of The Woods feature.

One With The Forest

At 18th level, the boughs around you bend to your whim when it comes to movement.

You are always considered to be under the effects of the Tree Stride spell, and do not need to concentrate on the spell for its effects.

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