Base Class: Fighter
Eldritch Knight's Druidic cousin
Weapons of Nature
You have learned a minor version of the wild shape ability which you can use to form natural weapons. When you make an unarmed strike you can deal your choice of bludgeoning, piercing or slashing damage.
You may also use one of your weapon mastery selections to give your unarmed strikes the Topple property.
War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Druid cantrips that has a casting time of an action.
Spellcasting
You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Druidic Knight.
Cantrips. You know two cantrips of your choice from the Druid spell list (see that class's section for its list). 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 Druidic 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 Druid spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Druidic 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 a Druidic Focus as a Spellcasting Focus for your Druid spells.
Brand of the Venator
Your spells mark a creature as prey to be hunted. When you damage a creature with a spell, you have advantage on attack rolls against that creature until the end of your next turn.
Regrowth
When you use your second wind feature, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The chosen creatures regain the same number of Hit Points as you do.
Improved War Magic
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Druid spells that has a casting time of an action.
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2/10/2025 12:14:45 AM
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