Fighter
Base Class: Fighter

Steeped in the power of the druidic arts, the Green Knight represents both prowess and protection of the greatest asset: the natural world. They roam Vanalir, offering assistance wherever they may, and protecting the natural order of the realm with both sword and spell.

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 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 at 10th level.

Spell Slots

The Green 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.

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 spells of your choice.

The Spells Known column of the Green Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells 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.

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you must be wise to understand and preserve the balance in all things. 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.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Green 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

Weapon of the Beholding Hills

At 3rd level, you learn a ritual that creates a magical bond between yourself and one quarterstaff or club. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, it gains the effect of the Shillelagh spell permanently.  You may only have a single weapon bonded this way, but you can grant this weapon to anyone of your choosing.

Anger of the Jungle Depths

At 7th level, you have learned the art of combining sword and spell.  You can cast certain spells on your enemy when you strike them with your weapon.  Once per round, when you successfully hit an enemy with a weapon attack, you can cast Entangle, Faerie Fire, or Earth Tremor using a spell slot.  Regardless of the spell slot used, it is cast at the lowest level.  When cast this way, the spell only targets the creature hit by the attack, regardless of the spell's normal range or area of effect.

Sawtooth's Hammer

At 10th level, when you hit a creature with a weapon attack, it has disadvantage on saving throws against spells you cast. This effect lasts until the end of your turn. In order to benefit from this ability for Anger or Wrath of the Jungle Depths, you must hit again after this effect is applied.

Grace of the Fey Grove

At 15th level, when you take the attack action, you may forgo one of your attacks to call forth healing energy. Choose a target within 30 ft of you; that target regains 2d6 hp. If that target is at 0 hp, they instead gain the maximum of 12 hp.  This can be used a number of times up to your proficiency modifier before the green knight needs to draw more of their power from nature in a specially designed ritual that can be undertaken during a short or long rest.

Wrath of the Jungle Depths

At 18th level, you have further mastered your martial and magical craft together. In addition to the spells from the Anger of the Jungle Depths, you can also cast Earthbind, Wither and Bloom, and Dispel Magic. You must use a spell slot of the appropriate level or higher, and the spell is always cast at the lowest level possible for the spell. For Wither and Bloom, you may choose a target within 10 ft of you to be able to roll the hit die; you may choose yourself.

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