Fighter
Base Class: Fighter

The desire to preserve and protect the forest extends beyond the druidic beliefs. Arbor Wardens are individuals who devote their lives to the protection and veneration of the Ironjours of the northern forest of Arrtathas, defending them with their very lives. Deeply rooted in ancient druidic culture and magic, knights of this archetype see it as their sacred duty to protect the land from forces that seek to defile it, as well as seek out and expunge the defilers from the world as well. This archetype employs martial techniques in combination with druidic magic based down from their founders to safeguard their homeland.

Level 1: Spellcasting

You have learned to cast spells.

Cantrips. You know the Shillelagh and two cantrips of your choice from the Druid spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Druidspell list.

When you reach Fighter level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Arbor Warden Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Arbor Warden Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Arbor Warden Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use an Arcane Focus or any weapon or shield that isn't made of metal as a Spellcasting Focus for your Druid spells.

Level 3: Warden of The woods

When you select this archetype at 3rd level you learn how to imbue your weapon with nature's power. When you cast the shillelagh cantrip you may instead target a greatclub, or a polearm so long as the weapon head is not made of metal, and the duration is increased to 1 hour. While you are not incapacitated you cannot be disarmed of of your shillelagh and can summon it to your hand as a bonus action so long as it is within 60ft of you.

Additionally, your shillelagh can be temporarily altered to exhibit different woodland qualities. When you cast this shillelagh and as a bonus action on subsequent turns you may choose one of the following effects, those effects last for one minute.

  • Ambrosia Pollen. Clouds of fine yellow pollen gently break away from your shillelagh and float around in a 5ft emanation of a 15ft line in the direction of a strong wing if one is present. Whenever a creature starts their turn in the area of pollen or moves into it for the first time on a turn they must make a Constitution saving throw versus your spell save DC, on a fail they are unable to hold concentration on a spell until the start of your next turn.
  • Bosica Roots. Tree roots form dense knots around you shillelagh. Whenever you hit a creature with your weapon the target must succeed a Strength or Dexterity saving throw or become restrained by roots that sprout from the ground, at the start of your next turn, the roots wither and release the target, creatures that are large or larger have advantage on the saving throw
  • Cedrus Resin. Thick tree resin oozes from your shillelagh a creature hit by your weapon must make a Strength saving throw against your spell save DC or its speed is halved, it receives a -2 penalty to its AC and dexterity saving throws  and cant take reactions until the start of your next turn, during which the resin hardens and breaks away
  • Galerina Skullcap. Poisonous skullcap mushrooms grow from your shillelagh, creatures hit by your weapon must make a Constitution saving throw against your spell save DC or become poisoned until the end of your next turn
  • Rubus Thorns. Brambles envelop your shillelagh and it deals additional slashing damage, whenever a creature is hit by your shillelagh they become wreathed in brambles that dig into the skin of the afflicted creature, The afflicted creature takes 1 slashing damage for every 5 ft it moves, the target or any creature within 5 ft of the affected creature can attempt to remove the thorns

You may use this Feature a number of times equal to your wisdom modifier (Minimum once) and regain all expended uses after completing a long rest.

Level 7: Hedgewise

By 7th level you gain proficiency in the Nature skill, if you already have proficiency in it, you gain proficiency your choice of the Animal handling or Survival skill, your proficiency bonus is doubled for all checks involving the nature skill, you receive this benefit regardless of the skill proficiency you gain from this skill.

Level 10: Oaken Armor

Starting at 10th level, whenever you cast a spell of 1st level or higher you gain temporary hit points equal to 1d6 per the spells level plus your Wisdom modifier, alternatively you may grant these hit points to an allies creature within 30ft of you.

Level 15: Arbor's Favor

At 15th level, your connection and efficiency with your shillelagh intensifies, emboldening your strikes and deepening your magic.

When you attack with your Shillelagh, you crit on a 19 or 20, additionally whenever you score a critical hit against an enemy, you regain one expended use of your Warden of the Woods feature.

Level 18: One with the Forest

Starting at 18th level you are perfectly in tune with the forest and have learned the ability to traverse the forest in unseen and surprising ways

You are permanently under the effects of the Tree Stride spell

Previous Versions

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10/13/2025 9:20:27 PM
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