Fighter
Base Class: Fighter

Wildkeepers are the elite warriors of the Oram Hai, tasked with guarding Lawbrand against the sinister Howling. They effortlessly wield druidic magic alongside their martial weapons, calling on the power of nature to dispatch their foes. When taking on the role of a Wildkeeper, the fighter must also take on an animal totem of their choosing, causing one of their body parts to permanently morph into an additional weapon in battle.

Spellcasting

3rd-level Wildkeeper feature

When you reach 3rd level, you augment your martial prowess with the ability to cast druid 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 at13th level.

Spell Slots

The Wildkeeper’s 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 Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice, which you must choose from the evocation, conjuration, and transmutation spells on the druid spell list.

The Spells Known column of the Wildkeeper Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation,
conjuration, or transmutation 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 two new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation, conjuration, or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. 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.

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

4th

2

3

2

5th

2

3

2

6th

2

3

2

7th

2

5

3

2

8th

2

5

3

2

9th

2

5

3

2

10th

3

5

4

3

11th

3

5

4

3

12th

3

5

4

3

13th

3

7

4

3

2

14th

3

7

4

3

2

15th

3

7

4

3

2

16th

3

7

4

3

3

17th

3

7

4

3

3

18th

3

7

4

3

3

19th

3

9

4

3

3

1

20th

3

9

4

3

3

1


Totemic Adaption

3rd-level Wildkeeper feature

Starting At 3rd level you can bond with an animal totem by performing a vision ritual. The ritual is completed by taking a long rest after consuming your druidic herb (found in the starter gear). During the ritual, a totemic spirit animal of your choice appears in a vision—and you and the animal bond as one being. Upon awakening from the ritual, a body part of your choosing is replaced or augmented by a physical feature of your spirit animal. Examples of this include: your feet become cloven hooves, your hand transforms into a talon, or
antlers sprout from your forehead…


the Wildkeeper may make any attack with their Totemic Adaptation for 1d6 damage. This die changes as you gain levels as a Fighter as shown in the Wildkeeper table. Your attacks with your Totemic Adaptation count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you take the Attack action with a weapon that isn't your Totemic Adaptation, you may immediately make an attack with your adaption as a bonus action using the same modifier as the first attack (you do not add the ability modifier to the damage).

Feral Resistance

7th-level Wildkeeper feature

Starting at 7th level, you gain an additional +2 AC whenever an attack is made against you by a creature with advantage.

Animalistic Fury

10th-level Wildkeeper feature

Starting at 10th level, your Totemic Adaptation gains a +1 bonus to attack rolls and damage.

Totemic Surge

10th-level Wildkeeper feature

At 10th level, you may draw upon your totemic power to perform superhuman feats. Once per long rest, as a bonus action you can gain one of the following benefits (it does not increase the maximum ability score):

Increase your Dexterity by 4 and double your movement speed for one minute.


Increase your Strength by 4 and double your Proficiency Bonus when making Strength checks for one minute.


Increase your Wisdom by 4 for one minute and regain your highest-level spell slot.

Warden of the Wilds

185h-level Rune Knight feature

Starting at 15th level, you become a master at traversing the wilds as well as the cityscapes. You gain the following bonuses:


You can move through difficult terrain unimpeded at full speed.


You can move stealthily at the normal pace.


- When making attacks with your Totemic Adaptation, you have advantage.

Alpha's Essence

At 18th level, you are able to project the savage essence of your animal totem once per long rest. As an action, for the next minute, all creatures are frightened while within 10 ft. of you unless they succeed a Wisdom saving throw DC = 8 + your Proficiency Bonus + your Wisdom modifier. Any beast that resembles your respective totem (avians, predators, marine animals, etc.) within 30 ft. must follow any command you give unless it succeeds a Wisdom saving throw DC = 8 + your Proficiency Bonus + your Wisdom modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2023 11:26:00 PM
6
3
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes