Base Class: Fighter
Usually accompany druids to defend many of the various aspects of nature. They are typically allowed to forgo the usual Metal restriction that druids must live with, but if they can, they try to avoid using metal.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Druid spell list.
Cantrips
You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level.
Spell Slots
The Everbark Warrior Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Druid spells of your choice.
The Spells Known column of the Everbark Warrior Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells 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.
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells, since you learn your spells through study and memorization. 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
Everbark Warrior Spellcasting
|
FIGHTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Gift of the Ever Tree
Your years of living with the Druids have made you closer to the spirits of nature and nature in general. Starting at 3rd level, you gain proficiency with nature & survival, whenever you make a check using these skills, you double your proficiency bonus for checks made with these skills.
In addition your connection to the Ever Tree allows you to bolster your defenses. while you are wearing armor that is not made of metal or no armor at all, you can add +2 to your AC, but so long as you aren't wearing Heavy Armor made of metal, you can add +1 to your AC no matter what the armor you are wearing.
Wisdom beyond the ages
The Ever Tree grants you a portion of its knowledge, Starting at 7th level, you gain proficiency in Wisdom Saving Throws.
Wrath of the Forest
You learn to infuse your strikes with the forces of nature. Starting at 7th level, as a bonus action you can expend a spell slot to add additional damage dice to your Melee Weapon Attacks for one minute. The number of additional damage dice is equal to whatever level the spell slot you used.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to hit with ranged weapon attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
You gain a +2 bonus to damage when wielding only a weapon in one hand.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Oaken Shield
The Ever Tree grants you further protection. Starting at 15th level, While you are benefiting from either of the bonus AC granted by Gift of the Ever Tree and using a shield, you can add an additional 1 AC to the shield.
Seed of the Ever Tree
You are one touched by the deepest powers of the Ever Tree. When you reach 18th level, once per long rest, as an action, you can beseech the Ever Tree to heal you and your allies within 60 ft of you, you get a pool of HP equal to 10 times your Fighter level. and you can distribute them between you and your allies how you see.
Previous Versions
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10/21/2019 3:17:24 PM
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10/22/2019 2:50:57 PM
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10/22/2019 2:55:27 PM
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