Base Class: Fighter
Warriors blessed by nature, Forest Guards defend those who harm the lands with might and magic. They can be commonly seen in societies rooted in nature or kingdoms ruled by Archdruids. Chosen warriors undergo an initiation ritual by a powerful druid to gain access to the potent magic of nature. These warriors use this magic to augment themselves or conjure natural defenses to protect the land and those who live within.
Spellcasting
| Forest Guard Spellcasting | Spell Slots per Spell Level | |||||
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
| 3rd | Shillelagh + 2 | 3 | 2 | - | - | - |
| 4th | Shillelagh + 2 | 4 | 3 | - | - | - |
| 5th | Shillelagh + 2 | 4 | 3 | - | - | - |
| 6th | Shillelagh + 2 | 4 | 3 | - | - | - |
| 7th | Shillelagh + 2 | 5 | 4 | 2 | - | - |
| 8th | Shillelagh + 2 | 6 | 4 | 2 | - | - |
| 9th | Shillelagh + 2 | 6 | 4 | 2 | - | - |
| 10th | Shillelagh + 3 | 7 | 4 | 3 | - | - |
| 11th | Shillelagh + 3 | 8 | 4 | 3 | - | - |
| 12th | Shillelagh + 3 | 8 | 4 | 3 | - | - |
| 13th | Shillelagh + 3 | 9 | 4 | 3 | 2 | - |
| 14th | Shillelagh + 3 | 10 | 4 | 3 | 2 | - |
| 15th | Shillelagh + 3 | 10 | 4 | 3 | 2 | - |
| 16th | Shillelagh + 3 | 11 | 4 | 3 | 3 | - |
| 17th | Shillelagh + 3 | 11 | 4 | 3 | 3 | - |
| 18th | Shillelagh + 3 | 11 | 4 | 3 | 3 | - |
| 19th | Shillelagh + 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | Shillelagh + 3 | 13 | 4 | 3 | 3 | 1 |
When you reach 3rd level, you have undergone druidic rituals and become accepted by the spirits of nature. The spirits gifted you access to nature magic to augment your martial prowess.
Cantrips
You gain access to three cantrips: Shillelagh and two other cantrips of your choice from the druid spell list. You gain an additional cantrip of your choice at 10th level.
Spellcasting
The Forest Guard table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Thunderwave using either slot.
Spells of 1st Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation and conjuration spells on the druid spell list.
The Spells Known column of the Forest Guard Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a transmutation or conjuration 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 a transmutation or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to 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
Forest Guard Training
At 3rd Level, your special mastery over druidic magic and martial prowess grants the cantrip Shillelagh the following extra benefits:
- You do not require material components to cast the cantrip.
- You can cast the spell on any simple or martial weapon you have proficiency in.
- The weapon die is changed to d8 only if the weapon's original damage die is lower than d8.
- You can use the weapon in the spell cast as a spellcasting focus.
You also gain proficiency in Survival and Nature if you haven't already and your proficiency bonus is doubled for these two skills.
Spiritual Warrior
Starting at 7th level, whenever you use your Attack action, you may cast a cantrip in place of one of the Extra Attacks.
Woodland March
At 10th level, your movement cannot be hindered by difficult terrain and you gain resistance to damage from difficult terrain.
You also gain advantage on Constitution saving throws.
Rupture Restraints
Starting at 15th level, when you use your Second Wind class feature, you also gain temporary hit points equal to the amount healed by Second Wind. You also have advantage on all Strength, Dexterity, and Constitution skill checks and saving throws until the start of your next turn.
Force of Nature
At 18th level, whenever you use your Attack action, you may cast a spell in place of one of the Extra Attacks.
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