Fighter
Base Class: Fighter

It's not uncommon for fighters to devote themselves to the cause of protecting nature. But what is truly special is when a fighter harnesses the power of nature and brings it with them wherever they go. These fighters, known as Grovekeepers, can attune themselves to nature. They become like a tree, firmly rooted, vigilant, and unyielding. They cause flowers to bloom and grass to grow where they stand, and can even exert control over plants.

Nature's Grasp

Beginning when you choose this archetype at 3rd level, you can create grasping plants and vines. Once per turn, when you hit a creature with a weapon attack, you can force them to make a Strength saving throw. On a failure, they are restrained until the start of your next turn.

Take Root

Also at 3rd level, you can root yourself in the ground like a tree. As a bonus action, you can firmly plant yourself in the ground to gain the following benefits:

  • You gain a +1 bonus to AC.
  • You gain temporary hit points equal to your fighter level.
  • You can cast the Druidcraft cantrip. Constitution is your spellcasting ability.
  • Your speed is reduced to 0.
  • You cannot benefit from increases to your speed.

You cannot use this bonus action if you are prone, airborne, or have moved during this turn. You can end this state as a bonus action. Any temporary hit points gained by this feature are lost when you end this state.

Living Terrain

Starting at 7th level, you can channel your connection to nature into the very earth around you. While your Take Root is active, all ground within 10 feet of you magically overgrows with grass or brush. This ground is difficult terrain, an creatures in this area have disadvantage on opportunity attacks. You may designate creatures that are immune to this effect.

Thorny Defense

At 10th level, when Take Root is active, any creature that damages you with a melee attack takes piercing damage equal to your proficiency bonus. Also, they must succeed on a Strength saving throw or be restrained until the start of your next turn. A creature that succeeds on this saving throw becomes immune to this effect for the next 24 hours.

Grove Anchor

At 15th level, the radius of your Living Terrain becomes 20 feet.

Additionally, you gain immunity to forced movement.

Sacred Sentinel

At 18th level, you attain an ultimate, unwavering connection to nature. You gain the following benefits:

  • While Take Root is active, you gain a +1 bonus to saving throws
  • Take Root reduces your movement speed to 15 feet, not 0.
  • Thorny Defense deals damage equal to twice your proficiency bonus.

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