Fighter
Base Class: Fighter

The Druidic Knight combines the martial mastery common to all fighters with the spirits of nature, especially the spirits of beasts and the fey. Druidic Knights use magical techniques similar to those practiced by the Druids by which they take their name.

Druidic Knights recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves; warding off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. They definitely watched Captain Planet in the 90's.

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.

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 Druidic Knight 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.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Druidic Knight Spellcasting table shows when you learn more Druid spells of 1st level or higher. 

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your druidic spells, since you have gained your magic through surviving against the foes of nature. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constituion modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Druidic Knight 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

Speech of the Wild

At 3rd level, you gain the ability to converse with beasts and many fey.

Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Nature's Spirit

Beginning at 10th level, your spirit safeguards those who aid you. When an ally ends its turn in your aura (within 5 feet of you), that creature regains a number of hit points equal to half your class level.

This does not occur on characters who are unconscious or dying. You cannot regain more HP than your maximum HP.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Comments

Posts Quoted:
Reply
Clear All Quotes