Base Class: Fighter
The Green Knight is a fighter who draws on the power of nature to imbue their attacks with the strength of the earth itself. They are fierce defenders of the natural world, sworn to protect it at all costs.
Level 3: Spellcasting
| Green Knight Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Fighter Level | Cantrips Known | Spells Known | 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 | ||||
You have learned to cast spells. The information below details how you use the Spellcasting rules as a Green Knight.
Cantrips. You know two cantrips of your choice from the Druid spell list (see that class’s section for its list). Starry Wisp and Thorn Whip are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
When you reach Fighter level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Green Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list. Thunderwave, Jump, and Absorb Elements are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Green Knight Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Druid spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use an Druidic Focus as a Spellcasting Focus for your Druid spells.
Level 3: Verdant Weapon
Additionally at 3rd level, you gain proficiency in the Nature skill and learn Shillelagh. This does not count against your cantrips known. You can target any weapon with it, but when targeting a weapon other than a club, quarterstaff, or greatclub, its effect does not change the damage dice. When you target a greatclub, the damage die becomes 1d12.
Level 7: Regrowth
Beginning at 7th level, you gain an additional use of your Second Wind feature, allowing you to use it again before you need to complete a rest.
Level 10: Ancient Warding
At 10th level, when you use your Indomitable feature to reroll a saving throw against a magical effect, you can add your proficiency bonus to the result (potentially adding twice your proficiency bonus if you are already proficient in the save).
Level 15: Immortal Regeneration
Starting at 15th level, your Second Wind feature restores an additional 1d10 hit points, and you can use your Second Wind feature while you have the Incapacitated condition and could otherwise not take actions.
Level 18: Primal Command
Starting at 18th level, you can cast a Druid spell with the casting time of an Action as a Bonus Action. Once you do this, you cannot do so again until you complete a Short Rest.
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