Fighter
Base Class: Fighter

The cursed forest known as the Savalirwood clings to life in ways both wondrous and horrifying. Its trees shift even after being cut, its roots knot and tangle like serpents, and its mists carry a choking miasma of guilt and decay. Yet within its curse lies a twisted vitality—a dark strength that seeps into those who surrender to it.

A fighter who takes up the path of the Savalir Roquen enters into a grim pact with the forest itself. Through slow corruption and creeping symbiosis, their body becomes a reflection of the wood: bark hardens across their skin, fungal blooms sprout from their wounds, and their stature swells like an ancient tree. This transformation grants uncanny resilience and strength, but at a terrible cost. Each gift of the forest cuts both ways—armor that chafes and pierces flesh, vigor that drains their spirit, growth that distances them from their humanity.

The Roquens are living contradictions: guardians born from guilt, defenders of a land cursed by its own sorrow. They channel the forest’s unnatural vitality into devastating blows and towering might, all while carrying the burden of slow transformation into something no longer fully mortal. To walk this path is to embody the tragic duality of the Savalirwood itself: both protector and parasite, savior and sacrifice.

Bonus Proficiencies & Adaptive Protection

3rd-level Savalir Roquen feature

You gain proficiency in Wisdom (Survival), and you learn to speak, read, and write Slyvan and Shadow Cant.

Your can no longer wear Light, Medium, or Heavy armor and instead your body has adapted to the curse as your form beings to slip further away for mortality with unique mutations. Your new AC is calculated by ( 10 + Constitution Modifier +  Proficiency Bonus )

Adaptive Corruption

3rd-level Savalir Roquen feature

When you bond with the Savalirwood, your body begins to twist under its curse. This corruption manifests as unique adaptations—mutations that grant you strength or utility, but at a personal cost.

At 3rd level, you select two adaptation from the list below. You may change this choice whenever you gain a Fighter level. Additional adaptations unlock at higher levels (7th and 10th), representing your deepening symbiosis with the cursed forest.

Each adaptation grants both a benefit and a drawback, forcing you to balance your newfound power with the forest’s toll.

Adaptations Known
Fighter Level Number of Adaptations
3rd 2
7th 3
10th 4
15th 5

Whenever you finish a long rest, you can carve into your corruption with the intent to evolve and adapt equal to the number of adaptations you know, and you manifest parts of the Savalirwood into the cursed scars on your body. To be eligible, an area must be a part of your physical anatomy, or a weapon, a shield, a piece of jewelry, or something you can hold in your hand. Your adaptations remains on yourself or an object until you finish a long rest, and an object can be imbued by only one of your adaptations at a time.

The following adaptations are available to you when you gain the ability to adapt. If an adaptation has a level requirement, you must be at least that level in this class to evolve using that adaptation. If an adaptation requires a saving throw, your Adaptive Corruption save DC equals 8 + your proficiency bonus + your Constitution modifier.

3rd Level (Lesser Mutations)

Cortical Plating
Barklike ridges swell across your skin, giving you natural armor that cuts both ways.

  • Passive Benefit. You gain advantage on Strength (Athletics) checks and Constitution saving throws.

  • Active Effect. As a bonus action, you can harden your plating for 10 minutes. During this time, you gain a +1 bonus to AC and resistance to nonmagical slashing damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. While the plating is active, your movement is slowed. Your walking speed is reduced by 5 feet.


Rooted Instincts
Tendrils coil through your legs, binding you with the steadiness of ancient roots.

  • Passive Benefit. You gain advantage on saving throws and ability checks made to resist being knocked prone or moved against your will.

  • Active Effect. As a reaction when a creature you can see moves within 10 feet of you, you can lash out with rooting tendrils. The creature must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. Your rooting instincts slow your response. You have disadvantage on initiative rolls.


Resinous Secretion
Your wounds seep a thick, resin-like sap that hardens quickly, sealing injuries but slowing circulation.

  • Passive Benefit. You gain advantage on death saving throws and Constitution (Medicine) checks made to stabilize creatures.

  • Active Effect. As a bonus action, you can exude resin to protect yourself. For 1 minute, you gain temporary hit points equal to 1d8 + your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. Your slowed circulation makes you sluggish. Whenever you roll initiative, subtract 1d4 from the result.


Chitinous Bloom
Segments of hardened fungal plates sprout along your limbs, acting like a jagged exoskeleton.

  • Passive Benefit. You gain advantage on Strength (Intimidation) checks and Dexterity saving throws against being grappled.

  • Active Effect. As a bonus action, you can cause your chitinous blooms to flare for 1 minute. During this time, any creature that hits you with a melee attack takes piercing damage equal to 1d4 + your proficiency bonus. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. The blooms cut into your own flesh. At the start of each of your turns while this feature is active, you take 1d4 piercing damage.


7th Level (Greater Mutations)

Mycelial Synapse
Your nervous system is threaded with mycelium, linking you to subtle vibrations of the living world.

  • Passive Benefit. You gain blindsight to a range of 10 feet, and advantage on Wisdom (Perception) checks that rely on sound or vibration.

  • Active Effect. As a bonus action, you can heighten your sensory web for 1 minute. During this time, whenever a creature within 30 feet of you makes an attack roll against you, you may use your reaction to impose disadvantage on that roll. You can use this reaction once per turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. The constant sensory input overwhelms you. You have disadvantage on saving throws against becoming stunned or frightened.


Hemlock Bile
Your stomach swells with poisonous fluid, ready to be expelled in bursts of caustic bile.

  • Passive Benefit. You gain advantage on saving throws against poison and resistance to poison damage.

  • Active Effect. As an action, you can spew bile in a 15-foot cone. Each creature in the area must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much on a success. The damage increases to 3d8 at 15th level. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. The bile corrodes you. After using this feature, you take damage equal to half your fighter level.


Xylemic Exertion
Like sap rushing upward, cursed strength floods your limbs in violent bursts.

  • Passive Benefit. You gain advantage on Strength checks made to break objects, shove, or grapple.

  • Active Effect. As a bonus action, you surge with unnatural might for 1 minute. Your melee attacks deal an extra 1d4 bludgeoning damage + half your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. The surge drains you. When the effect ends, you suffer disadvantage on your next attack roll, saving throw, or ability check.


10th Level (Major Mutations)

Phloemic Parasitism
Your veins grow parasitic, drawing strength from others and spreading it through your body.

  • Passive Benefit. You gain advantage on Constitution saving throws and resistance to necrotic damage.

  • Active Effect. As a bonus action, you can drain vitality from a creature within 10 feet. The creature must succeed on a Constitution saving throw or take 2d8 necrotic damage (increasing to 3d8 at 15th level), and you regain hit points equal to the damage dealt. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. If you complete a long rest without dealing damage to a hostile creature, you begin the next day with disadvantage on attack rolls until you successfully damage a hostile creature.


Miasmic Hollow
A hollow opens within you, exhaling the forest’s choking haze.

  • Passive Benefit. You gain advantage on saving throws against being charmed or frightened.

  • Active Effect. As an action, you release a 15-foot-radius cloud of black-purple miasma centered on you, lasting for 1 minute. The area is heavily obscured, and creatures of your choice that start their turn in it must succeed on a Constitution saving throw or be poisoned until the end of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback. The miasma lingers in your lungs. Whenever you roll hit dice to heal yourself during a short rest, the hit points regained are halved.


Oaken Heart
Your chest grows thick with dense, woodlike tissue that pulses with unnatural vitality.

  • Passive Benefit. You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

  • Active Effect. As a bonus action, you can activate your heart’s unnatural regeneration for 1 minute. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1).

  • Drawback. The renewal makes you sluggish and drowsy. While active, your speed is reduced by 10 feet, and you cannot take the Dash action.

Chitinous Bloom

Segments of hardened fungal plates sprout along your limbs, acting like jagged exoskeleton.

  • Passive Benefit: You gain advantage on Strength (Intimidation) checks and Dexterity saving throws against being grappled.

  • Active Effect: As a bonus action, you can cause your chitinous blooms to flare for 1 minute. During this time, any creature that hits you with a melee attack takes piercing damage equal to 1d4 + your proficiency bonus. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: The blooms cut into your own flesh. At the start of each of your turns while this feature is active, you take 1d4 piercing damage

Cortical Plating

Barklike ridges swell across your skin, giving you natural armor that cuts both ways.

  • Passive Benefit: You gain advantage on Strength (Athletics) checks and Constitution saving throws.

  • Active Effect: As a bonus action, you can harden your plating for 10 minutes. During this time, you gain a +1 bonus to AC and resistance to nonmagical slashing damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: While the plating is active, your movement is slowed. Your walking speed is reduced by 5 feet.

Hemlock Bile

Your stomach swells with poisonous fluid, ready to be expelled in bursts of caustic bile.

  • Passive Benefit: You gain advantage on saving throws against poison and resistance to poison damage.

  • Active Effect: As an action, you can spew bile in a 15-foot cone. Each creature in the area must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much on a success. The damage increases to 3d8 at 15th level. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: The bile corrodes you. After using this feature, you take damage equal to half your fighter level.

Miasmic Hallow

A hollow opens within you, exhaling the forest’s choking haze. 

  • Passive Benefit: You gain advantage on saving throws against being charmed or frightened.

  • Active Effect: As an action, you release a 15-foot-radius cloud of black-purple miasma centered on you, lasting for 1 minute. The area is heavily obscured, and creatures of your choice that start their turn in it must succeed on a Constitution saving throw or be poisoned until the end of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: The miasma lingers in your lungs. Whenever you roll hit dice to heal yourself during a short rest, the hit points regained are halved.

Mycelial Synapse

Your nervous system is threaded with mycelium, linking you to subtle vibrations of the living world.

  • Passive Benefit: You gain blindsight to a range of 10 feet, and advantage on Wisdom (Perception) checks that rely on sound or vibration.

  • Active Effect: As a bonus action, you can heighten your sensory web for 1 minute. During this time, whenever a creature within 30 feet of you makes an attack roll against you, you may use your reaction to impose disadvantage on that roll. You can use this reaction once per turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: The constant sensory input overwhelms you. You have disadvantage on saving throws against becoming stunned or frightened.

Oaken Heart

Your chest grows thick with dense, woodlike tissue that pulses with unnatural vitality. 

  • Passive Benefit: You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks and Whenever you roll Hit Dice to regain hit points during a short rest, treat any roll of 1 or 2 as a 3.

  • Active Effect: As a bonus action, you can activate your heart’s unnatural regeneration for 1 minute. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1).

  • Drawback: The renewal makes you sluggish and drowsy. While active, your speed is reduced by 10 feet, and you cannot take the Dash action.

Phloemic Parasitism

Your veins grow parasitic, drawing strength from others and spreading it through your body.

  • Passive Benefit: You gain advantage on Constitution saving throws and gain resistance to necrotic damage.

  • Active Effect: As a bonus action, you can drain vitality from a creature within 10 feet. The creature must succeed on a Constitution saving throw or take 2d8 necrotic damage (increasing to 3d8 at 15th level), and you regain hit points equal to the damage dealt. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Passive Drawback: If you complete a long rest without dealing damage to a hostile creature, you begin the next day with disadvantage on attack rolls until you successfully damage a hostile creature.

 

Resinous Secretion

Your wounds seep a thick, resin-like sap that hardens quickly, sealing injuries but slowing circulation.

  • Passive Benefit: You gain advantage on Death saving throws and Constitution (Medicine) checks made to stabilize creatures.

  • Active Effect: As a bonus action, you can exude resin to protect yourself. For 1 minute, you gain temporary hit points equal to 1d8 + your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest. 

  • Passive Drawback: Your slowed circulation makes you sluggish. Whenever you roll initiative, subtract 1d4 from the result.

Rooted Instincts

Tendrils coil through your legs, binding you with the steadiness of ancient roots.

  • Passive Benefit: You gain advantage on saving throws and ability checks made to resist being knocked prone or moved against your will.

  • Active Effect: As a reaction when a creature you can see moves within 10 feet of you, you can lash out with rooting tendrils. The creature must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Passive Drawback: Your rooting instincts slow your response. You have disadvantage on initiative rolls.

Xylemic Exertion

Like sap rushing upward, cursed strength floods your limbs in violent bursts.

  • Passive Benefit: You gain advantage on Strength checks made to break objects, shove, or grapple.

  • Active Effect: As a bonus action, you surge with unnatural might for 1 minute. Your melee attacks deal an extra 1d4 bludgeoning damage + half your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Drawback: The surge drains you. When the effect ends, you suffer disadvantage on your next attack roll, saving throw, or ability check.

Expand Cambium

3rd-level Savalir Roquen feature

The curse of the Savilrwood stirs your cambium — the living growth-layer of trees — forcing your flesh to swell, harden, and split with unnatural vigor. When you draw on this power, you momentarily become something vast, a hybrid of warrior and forest, your body writhing with bark, resin, and fungal bloom.

Expand Cambium (3rd Level)

  • Activation. As a bonus action, you can invoke the cambium’s growth, causing your body to swell with arboreal might for 1 minute. You can use this a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

  • Effects while active:

    • You gain advantage on Strength checks and Strength saving throws.

    • Once on each of your turns, when you hit with a melee or weapon attack, you can deal extra damage equal to 1d6. This damage is force, necrotic, or piercing (chosen when you activate the feature).

    • Your size increases by one category (to a max of Large). If there isn’t enough space, you grow as much as possible. While Large, you have advantage on Strength (Athletics) checks to grapple or shove.

 When you call upon the cambium’s curse, your body begins its first true metamorphosis.

  • Visual Mutation: Veins bulge like root systems beneath your skin, which darkens and cracks into ridges of bark along your arms and shoulders. Your eyes briefly gloss over with a green or amber sheen, like resin catching the light. As your size increases, the joints of your limbs creak audibly like bending wood.

  • Tone: This growth feels unnatural but empowering, as though the forest itself is lifting you up — while gnawing at your humanity.


Expanding Growth (10th Level)

Your cambium roots deeper, reshaping you with every invocation.

  • Extra Damage. Your bonus damage increases to 1d8.

  • Branching Reach. While in this state, your melee weapon attacks gain +5 feet of reach, as bark-limbs and root-tendrils lash outward unnaturally.

The cambium’s power digs deeper into your frame, forcing more violent outward changes.

  • Visual Mutation: Your spine and ribcage warp outward, sprouting thornlike protrusions. Bark plates layer across your torso, and your hands elongate slightly into gnarled, rootlike claws. When your reach expands, root-tendrils and vine-strands lash from beneath your skin to strike and pull.

  • Tone: Your body feels increasingly alien, your movements driven by a pulsing rhythm not entirely your own — the heartbeat of the Savilrwood pushing sap through your veins.


Deep-Rooted Form (15th Level)

The Savilrwood’s corruption anchors itself fully into your body.

  • Extra Damage. Your bonus damage increases to 1d10.

  • Expansive Bulk. You can choose to increase your size by up to two categories instead of one (Medium → Huge). When you do, you gain advantage on all ability checks and saving throws to resist being moved or knocked prone.

  • Durable Growth. While in this form, you gain temporary hit points equal to your Fighter level at the start of each of your turns. These fade when the form ends.

The curse begins to blur the line between mortal flesh and woodland colossus.

  • Visual Mutation: Your legs thicken like trunks, bark spreading into interlocking plates that resemble a tree’s base. Moss creeps across your neck and arms, and small fungal growths cluster along your shoulders and back. With every step, the earth beneath you seems to groan, roots worming briefly into the ground before tearing free.

  • Tone: This transformation feels both majestic and suffocating — as if the forest exalts you as its warden while hollowing you from the inside.


Cambium Ascendant (18th Level)

You are no longer just a host to the curse — you and the forest are indistinguishable.

  • Extra Damage. Your bonus damage increases to 1d12.

  • Crushing Colossus. You may increase your size by up to three categories (Medium → Gargantuan, if space allows).

  • Suffocating Canopy. At the start of your turn, choose up to two creatures within 10 feet of you. They must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be restrained by writhing roots and vines until the start of your next turn.

  • Enduring Form. When your Expand Cambium transformation ends, you can immediately expend a Hit Die (without rolling) to heal hit points equal to the maximum value of the die + your Constitution modifier.

At this stage, you are no longer entirely human — you have become an avatar of the Savilrwood’s will.

  • Visual Mutation: Your body towers, crowned by sprawling antler-like branches splitting from your shoulders or skull. A hollow forms in your chest where bark plates overlap, faintly glowing with bioluminescent fungi. Vines spill constantly from your arms and legs, writhing like serpents, grasping at anything nearby. The ground beneath you cracks as roots burst outward, strangling the battlefield in a suffocating canopy.

  • Tone: The transformation is awe-inspiring, but wholly tragic — a mortal warrior swallowed by a living forest, your humanity buried beneath roots, resin, and rot.

Withering Ward

7th-level  Savalir Roquen feature

The forest’s curse erupts outward to shield others, though the protection always comes at a cost. By calling upon the Savilrwood’s parasitic will, you can twist its rot into a barrier that warps the battlefield itself.

When a creature you can see within 60 feet of you is attacked, you can use your reaction to call forth your Withering Ward. You force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Corrupted Growth

10th-level Savalir Roquen feature

At 10th level, your body takes on permanent physical mutations, further binding you to the Savilrwood’s curse. The cambium within your form thickens and swells, twisting your frame into something no longer fully mortal.

  • Size Increase: When you use Expand Cambium, your growth surges further — your height increases by 1d4 inches as your body warps permanently. Your maximum height is no longer limited by your race.

  • Damage Boost: The extra damage you deal while using Expand Cambium increases to 1d8.

Drawback of Growth

Your unnatural stature strains your body and mind. Whenever you use Expand Cambium, after its effect ends you suffer 1 level of fatigue (a special condition, not exhaustion):

  • Fatigue: Until you finish a short or long rest, you have disadvantage on the first saving throw you make. Multiple fatigues don’t stack.

Permanent Mutation (Choose One)

Upon gaining this feature, choose one mutation to become a permanent part of your form. These cannot be removed, though some may grow stronger as you level.

1. Resin Heart

Your chest pulses with amber-like resin, which oozes to seal wounds.

Benefit:

  • When you roll a Hit Die to regain hit points during a short rest, you may roll twice and take the higher result.

  • Once per long rest, when you are reduced below half your maximum hit points, you gain temporary hit points equal to your Constitution modifier + Fighter level.

Drawback:

  • Your slowed, resin-thickened blood hampers speed: walking speed reduced by 5 feet while you have 'Resin Hearts' temporary hit points active.

  • You take an additional 1d4 fire damage from fire-based effects and attacks.


2. Rooted Stride

Your legs twist with gnarled root-like growths.

Benefit:

  • The roots in your legs anchor you to the earth. When you land on natural ground, you can use your reaction to halve the falling damage you take.

  • You ignore difficult terrain caused by plants, mud, or natural undergrowth.

Drawback:

  • Your rooted form resists agility — you have disadvantage on Dexterity saving throws.


3. Mycelial Lattice

A web of faintly glowing mycelium threads spreads beneath your skin like veins.

Benefit:

  • Once per long rest, when you fail a saving throw, you may choose to succeed instead, as the mycelial network “reboots” your nervous system.

  • Additionally, you gain advantage on one skill check per short or long rest of your choice.

Drawback:

  • The parasitic threads weaken your frame: maximum hit points reduced by 2 × your Fighter level.


4. Sap-Slicked Veins

Your blood runs with viscous golden sap, seeping from wounds before sealing them.

Benefit:

  • When you are reduced to 0 hit points but not killed outright, you automatically stabilize at the start of your next turn.

  • Your first melee attack each turn deals an extra 1d4 slashing or bludgeoning damage, as sap hardens in your limbs.

Drawback:

  • Sap slows your circulation — any healing potions restore only half the rolled amount.

  • You take 1 damage each time you are healed by another creature, representing strain from over-reliance on sap.

 

Mycelial Lattice

Selected permanent mutation

Benefit:

  • Once per long rest, when you fail a saving throw, you may choose to succeed instead, as the mycelial network “reboots” your nervous system.

  • Additionally, you gain advantage on one skill check per short or long rest of your choice.

Drawback:

  • The parasitic threads weaken your frame: maximum hit points reduced by 2 × your Fighter level.

Resin Heart

Selected permanent mutation

Benefit:

  • When you roll a Hit Die to regain hit points during a short rest, you may roll twice and take the higher result.

  • Once per long rest, when you are reduced below half your maximum hit points, you gain temporary hit points equal to your Constitution modifier + Fighter level.

Drawback:

  • Your slowed, resin-thickened blood hampers speed: walking speed reduced by 5 feet while you have 'Resin Hearts' temporary hit points active.

  • You take an additional 1d4 fire damage from fire-based effects and attacks.

Rooted Stride

Selected permanent mutation 

Benefit:

  • The roots in your legs anchor you to the earth. When you land on natural ground, you can use your reaction to halve the falling damage you take.

  • You ignore difficult terrain caused by plants, mud, or natural undergrowth.

Drawback:

  • Your rooted form resists agility — you have disadvantage on Dexterity saving throws.

Sap-Slicked Veins

Selected permanent mutation 

Benefit:

  • When you are reduced to 0 hit points but not killed outright, you automatically stabilize at the start of your next turn.

  • Your first melee attack each turn deals an extra 1d4 slashing or bludgeoning damage, as sap hardens in your limbs.

Drawback:

  • Sap slows your circulation — any healing potions restore only half the rolled amount.

  • You take 1 damage each time you are healed by another creature, representing strain from over-reliance on sap.

 

Symbiotic Resonance

15th-Level Savalir Roquen Feature

By this stage, the curse of the Savalirwood has threaded itself deeply into your body, no longer manifesting as isolated changes but instead weaving your mutations into dreadful harmony. Bark plates, fungal growths, and parasitic veins pulse in unison, granting you greater control — at a cost.

Dual Mutations. Beginning at 15th level, you can have two Adaptive Corruption mutations active at the same time. When you activate a mutation’s active effect, you may choose to activate a second mutation you know. Both remain active until their duration ends or you dismiss them.

Corruptive Strain. While two mutations are active, your body struggles to contain their resonance. At the start of each of your turns, you take damage equal to your proficiency bonus. This damage bypasses resistance and immunity.

Harbinger of Rot

18th-Level Savalir Roquen Feature

At the height of your transformation, the corruption of the Savalirwood no longer hides beneath your skin — it overwhelms you, twisting your frame into a terrifying mass of wood, fungus, and sinew. You become less a warrior and more an avatar of the curse itself.

Colossal Growth. When you use your Expand Cambium feature, you can now grow up to Large or Huge size (your choice). Your reach increases by 5 feet, and your movement speed increases by 10 feet while transformed.

Twisted Fortitude. While transformed, you have resistance to all bludgeoning, piercing, and slashing damage.

Corruptive Presence. The aura of your mutation spreads outward, warping the battlefield. While transformed, at the start of each of your turns, hostile creatures within 10 feet of you take necrotic damage equal to your Constitution modifier (minimum of 1).

Withering Drawback. The curse feeds hungrily on your body. Each time you activate Expand Cambium at this stage, you take damage equal to your proficiency bonus when the effect ends. This damage bypasses resistance and immunity.

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