Fighter
Base Class: Fighter

For These fighters, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. natural fighters accept that which is cruel in nature and the natural cycle, Natural fighters act as the hand of nature and the physical force that stops those who oppose the land.

Magical powers are from your bodies connection with the land, leading constitution to be your spell casting modifier. When you feel a disruption in the land or element you are connected with you physical body feels it through mood, sickness and weariness.

Natural fighter feels death and the natural cycle is invaluable and through the might and skills of the fighter they serve to protect those who would disrupt this cycle through the overwhelming force of nature and its forces.

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 Listings for the Druid and Ranger spell list.

Cantrips

You learn two cantrips of your choice from the Druid and Ranger spell list. You learn an additional Druid and Ranger cantrip of your choice at 10th level.

Spell Slots

The Natural Fighter Spellcasting table shows how many spell slots you have to cast your Druid and Ranger 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Druid and Ranger spells of your choice, two of which you must choose from the abjuration and evocation spells on the Druid and Ranger spell list.

The Spells Known column of the Natural Fighter Spellcasting table shows when you learn more Druid and Ranger spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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.

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 one of the Druid and Ranger spells you know with another spell of your choice from the Druid and Ranger spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Constitution is your spellcasting ability for your Druid and Ranger spells, since you learn your spells through the connection your body has with the land. 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 or Ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Natural Fighter 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

Natural Armour

Due to your bodies connection with the natural landscape you skin is naturally under the effects of bark skin (with whatever aesthetic you like) leading to your armour class cannot be reduced below 16.

Natural Magic

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

Unstoppable Force

At 10th level, you learn how to make your weapon strikes undercut a creature’s defence to your spells and attacks through overwhelming force. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn and when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Immovable Object

At 15th level, due to the you natural constitution and tenacity, you gain advantage on stun, petrification paralysis frighten effects

also you gain the  reaction to stop any effect that would move you

Unyielding: When you are subjected to an effect that would move you, knock you prone, or both, it can use its reaction to be neither moved nor knocked prone.

Natures Force

Starting at 18th level, When moving in a straight line for every 10ft you gain an extra +5 for the next attempted weapon strike is you use the momentum of the charge to strike the creature.

Druidic Fighter Image

Comments

Posts Quoted:
Reply
Clear All Quotes