Base Class: Wizard
Greenmages are the heirs to the ancienf traditions of the sylvan elves. They are wardens of the forest, specialized in nature magic and also reliable bowmen, trained to survive without spells if need be – as they had to do in the cataclysm.
(Credit the the makers of Solasta)
Green Magic
Spells from the Green Magic list are considered wizard spells for you: Animal Friendship, Detect Poison and Disease, Entangle, Faerie Fire, Goodberry, Hunter's Mark, Longstrider, Barkskin, Pass Without Trace, Lesser Restoration, Find Traps, Protection from Poison, Conjure Animals, Create Food and Water, Daylight, Wind Wall, Giant Insect, Freedom of Movement, Contagion, Insect Plague.
Warden of the Forest
You gain proficiency in light armor, and shortbows.
The fighting Style: archery.
Natural Explorer: You benefit from the same advantages as Rangers when in a forest environment.
Entangling Shot
Your arrow can transform into a vine on impact. The target must make a Strength saving throw or be restrained until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). All uses recharge at the end of a Long Rest.
Leaf Scales
When an attacker that you can see hits you with a ranged attack or spell, you can use your reaction to halve the attack's damage against you.
Weakening Entangled Shot
When you hit a target with your Entangling Shot, the target has disadvantage on all saving throws until the end of your next turn.
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