Fighter
Base Class: Fighter

On the peaks of Unvollar the Ironwood Trees are the life blood of the Goliaths that live there. The Groves provide them resources to live, and the Ironwood is the heart of their friendship with their dwarven Neighbors. It is no wonder then, that they have developed unique fighting styles to defend these trees. The Ironwood Sentinels are the warriors of nature charged with the defense of the Ironwood trees.

Bonus Proficiencies

At 3rd level you gain proficiency in the Perception skill, if you are already proficient in this skill you may chose other skills instead.

Natural Adversary

When you take this subclass at 3rd level you gain the ability to mark your opponents. All creatures hostile to you within 5ft are marked at the end of your turn. These creatures have disadvantage when choosing a target other than yourself.

Unnatural Vigor

An Ironwood seed takes root within you and like the tree, your fortitude becomes the stuff of legend. At level 3 Your Second wind feature is enhanced. When you use the second wind feature, instead of healing the normal amount, you heal for a number of hit points equal to your fighter level plus an additional number of d10s equal to your fighter level.

Ever Vigilant

The nature of your vigil matters not, you are ever ready to face the threat. Starting at 7th level you cannot be surprised. You have advantage on perception checks meant to spot potential ambushes or traps.

Arboreal Interception

The Ironwood is forever with you as you are with it. and it springs from your body to aid you in battle. Starting at 10th level the Ironwood assists you in defending your allies. If they are targeted by a weapon attack and you are within 30ft of them you may use your reaction to impose disadvantage on the attack. If an ally within 30ft of you takes Fire, Cold, Lightning, or Thunder damage you may use your reaction to halve the damage they would take. The damage subtracted from the value is added to your next weapon attack that hits. You may use this feature a number of times equal to your proficiency bonus per long rest. If you use this reaction to halve damage again before making a successful attack, you choose which of the two damage bonuses to keep for your next attack

Heart of the Briar

Starting at 15th level, when you use your second wind feature the Ironwood within flourishes around you. For 1 minute a 15ft bubble around you is filled with shifting branches that spider out of your body. Hostile creatures treat this space as difficult Terrain and take 1d4 magical piercing damage for every 5 feet moved inside.

Amberclad Vigil

At 18th level, you become a true Guardian of the Ironwood. Your blood becomes golden amber, and flows sweetly through your veins as the Ironwood seed becomes one with you.

As a bonus action you may touch a creature and release some of this amber to heal them. Spend a hit die and roll it. The creature gains hit points equal to the amount rolled + your constitution modifier.

If you would be killed, you are instead petrified in the amber of your own Ironwood. This amber stasis preserves you at the very brink of death. If you are returned to an Ironwood grove within 30 days and buried at the root of an Ironwood tree you may be resurrected to continue your vigil, if the Ironwood wills it. The amber stasis has an AC of 18 and hp pool that is half of your total. If its life total is reduced to 0 you die normally.

Your aging has stopped, your body stays the age you are when you reach this level, preserved by the amber that has become a part of you. You can no longer die of old age and magical aging does not work on you either.

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