Fighter
Base Class: Fighter

The Green Knight is a warrior of both past and present, a soul bound to the land itself. Whether they fell in battle long ago or were chosen by ancient forces, their rebirth is tied to the leylines that weave through the world. Unlike other fighters, their spirit lingers in echoes—wooden constructs animated by the will of the forest, each infused with a fragment of their memories, emotions, and former selves. These echoes are more than just shadows; they are living relics of the past, warriors in their own right, and extensions of the Green Knight’s consciousness.

Blending martial mastery with magic, the Green Knight calls upon nature’s arcane forces to weave spells into their combat style. Like the Eldritch Knight, they channel elemental magic through steel, but their power is not drawn from study—it is an instinctual connection to the ancient flow of life. Their echoes grow stronger as they do, taking on unique abilities that reflect different aspects of their past self: the fury of a warrior, the wisdom of a mentor, or the unyielding spirit of a guardian.

As they walk the land, the Green Knight is both protector and harbinger—a testament to the resilience of nature, the echoes of history, and the boundless power of the world’s rebirth. Whether they seek vengeance, redemption, or purpose, their journey is one of war, memory, and magic intertwined.

Leyline 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 wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Green Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Green Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a spell of your choice, and 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

Leyline Echo

Leyline Echo

You can manifest echoes of your past self, shaped by the magic of the leylines. These echoes are not just shadows but remnants of your memories, each with a unique essence.
You can summon one echo as a bonus action
Echo personalities: Allow the player to choose between one of five variations when summoning an echo
The echo functions like the Echo Knights Manifest Echo

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.



🌱 Verdant Healer

  • A gentle, glowing figure, with vines for veins and soft green light where its eyes should be.
  • Speaks in a calm, soothing voice, like a warm summer breeze.
  • Represents: The knight’s deep care for their people, the will to nurture and restore.
  • Personality: Wise, compassionate, but mournful of the destruction of its old world.
  • Combat Style: Supportive. Heals allies and creates areas of rejuvenation.

🌲 Primordial Bulwark

  • A massive, oak-bark knight with moss-covered armor, standing tall like an ancient guardian.
  • Moves slowly, deliberate in every motion, like a tree resisting the wind.
  • Represents: The knight’s unyielding duty to protect their kingdom, refusing to fall.
  • Personality: Stoic, unwavering, and deeply loyal. It rarely speaks, but when it does, it booms like a deep-rooted tree.
  • Combat Style: Defensive tank. Shields its summoner, absorbing attacks.

💀 Harbinger of Decay

  • A crumbling, fungus-ridden husk, leaking spores from jagged cracks in its wooden frame.
  • Carries an eerie presence, like the aftermath of a battlefield long abandoned.
  • Represents: The knight’s regrets, the inevitable decay of all things, the price of war.
  • Personality: Bitter, cynical, and whispering in a voice like rustling dead leaves.
  • Combat Style: Close-range area denial. Spreads necrotic energy and poisons foes.

📜 Timeless Scholar

  • A wispy, rune-carved wooden figure, flickering like a memory from another time.
  • Glows faintly with eldritch energy, runes shifting across its form.
  • Represents: The knight’s forgotten knowledge, their years of strategy and study.
  • Personality: Thoughtful, analytical, speaking cryptic riddles from the past.
  • Combat Style: Utility-focused. Enhances skill checks and knowledge.

🔥 Wrathful Ravager

  • A splintering, charred wooden knight, cracks glowing like smoldering embers.
  • Emits heat, and when it moves, you hear the snapping of burning wood.
  • Represents: The knight’s fury in their final moments, the anger at being forgotten.
  • Personality: Aggressive, reckless, and constantly seething.
  • Combat Style: High-damage. Rerolls damage dice and explodes when destroyed.

Enhanced Echoes

Unyielding Form - Grants resistance to non-magical weapon damage while active.

Withering Touch - Enemies that start their turn within 5 feet take 1d6 necrotic damage.

Lifebloom - The echo’s healing increases to 2d6 per turn.

Foresight - You can reroll one failed Intelligence or Wisdom check per short rest.

Fury Unleashed - Reroll all damage dice instead of just one when attacking through the echo.

Foresight

Foresight - You can reroll one failed Intelligence or Wisdom check per short rest.

Fury Unleashed

Fury Unleashed - Reroll all damage dice instead of just one when attacking through the echo.

Lifebloom

Lifebloom - The echo’s healing increases to 2d6 per turn.

Unyielding Form

Unyielding Form - Grants resistance to non-magical weapon damage while active.

Withering Touch

Withering Touch - Enemies that start their turn within 5 feet take 1d6 necrotic damage.

Leyline Infusion

Your echoes grow stronger, infused with ancient magic. Can remain for 1 extra round after being destroyed.

Echo Bound Spellcasting

You can now channel your magic through your echoes. When you cast a spell, you may have it originate from your echo instead of yourself, also allows the echo to cast itself.

Guardian of the Leylines

You have become one with the echoes of your past. You can have two echoes active at once and swap places with an echo as a reaction.

Allows two echoes at the same time.
Swap places with an echo as a reaction.

Superior Echoes

Enhances the echoes lvl 3 and 7 effects further.

Guardian's Vow

Guardian’s Vow - You can switch places with an ally within 15 feet as a reaction if they take damage, redirecting the attack to you.

Leyline Insight

Leyline Insight - Once per long rest, the echo grants a divination effect (Clairvoyance or Detect Thoughts).

Nature's Rebirth

Nature’s Rebirth - When destroyed, the echo revives a fallen ally (1 HP, within 10 feet). Once per long rest.

Plaguebringer

Plaguebringer - The echo’s destruction infects creatures within 10 feet (Con save or take 4d6 necrotic and be poisoned for 1 minute).

Scorched Earth

Scorched Earth - When destroyed, the echo explodes in a 15-foot radius (Dex save, 6d6 fire damage).

Eternal Sentinel

  • You are now a true guardian of the leylines. Your echoes persist until dismissed, and you can cast misty step at will without expending a spell slot.

Previous Versions

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