Fighter
Base Class: Fighter

Knights of the Grove are generally protectors of land. A good example would be one of my own characters, a half-dragon who spent his life training in and defending a grove around a sacred tree, I had come up with the character concept, but I didn't have a chosen class. Ranger, Druid and Nature cleric all seemed like fine options, but I was looking for something more melee oriented, so fighter, but I wanted magic too, but arcane magic seemed a little off, so I made this. I envision the playstyle being very similar to cleric, but with more emphasis on being a frontline fighter (my character uses a greatsword that I reimagined as a giant katana because weeb vibes). Yet you still get the nature spells like a druid, healing spells, shillelagh, animal-related spells, spike growth and at later levels stoneskin and polymorph. I have a feeling it will be very easy to break this build with a cross into tankier characters and using different weapons, it also maybe redundant within the game due to things like rangers and nature clerics, but I'm having a blast with my character and I hope you like it too.

Spellcasting

Cantrips. You learn 2 cantrips from the Druid spell list, you learn one addition cantrip of your choice at 10th level.

Spell Slots. Knights of the Grove have two 1st level spells slots, increasing to three at 4th level, four at 7th level, and five at 10th level, gaining two 2nd level spell slots at 7th level, and three at 11th level, also gaining two 3rd level spell slots, increasing to three at 16th level, also gaining one 4th level spell slot at level 18, and finally gaining one 5th level spell slot at 19th level. The normal spellcasting rules apply. 

Spells Known of 1st-Level and Higher. You know four 1st-level druid spells of your choice, three of which you must choose from the Evocation or Transmutation spells on the Druid spell list. You learn a new spell at 4th, 6th, 7th, 8th, 9th, 10th, 13th, 14th, 15th, 16th, 18th, 19th, and 20th levels all of which 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, 19th 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 Transmutation or Evocation spell, unless you’re replacing the spell you gained at 8th, 14th, 19th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through communing with nature and protecting it. 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

Weapon of the Forest

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to grow out of the ground instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Your weapon(s) now counts as magical for the purpose of overcoming resistances.

This also allow you to use your bonded weapon as a spellcasting focus for all spells. (This includes multiclass and magic initiate feat)

Tree Tounge

Your time spent in and around nature and it's protectors has familiarized you with its language. Starting at 3rd level you can now speak, read and write Druidic.

War Cry of the Wild

Beginning at 7th level, nature has blessed you with it's ferocity and terror, three times per day, you can use your action to let out a war cry in Druidic, casting the Fear spell.

Elderwood Snare

As an action, you summon the essence of the Elderwood to create a magical snare at a point you can see within 30 feet of you. The snare has a radius of 10 feet and lasts for 1 minute or until you use this ability again. When a creature enters the snare's area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw against your spell save DC (8 + your proficiency bonus + your Wisdom modifier) or become restrained until the snare disappears. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Additionally, the snare is infused with the Elderwood's rejuvenating energy. Allies within the snare's area at the start of their turn regain hit points equal to your Fighter level.

Stone Guardian

At 15th level, three times per day you gain the ability to call upon the earth to make a Stone Ankylosaurus up to 30 feet in an unoccupied space you can see. This creature is friendly toward you and your allies, and will follow all commands you give it. The summoned Ankylosaurus remains until killed or dispelled as a bonus action. 

Out of combat you can expend one use of this spell to summon the Ankylosuarus for the same duration. 

Bastion of the Wild

Starting at 18th level, whenever you cast a druid spell that has a casting time of 1 action, you can cast it using a bonus action instead. In addition, you can cast Shapechange once per day.

Previous Versions

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1/20/2024 11:05:19 PM
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