Fighter
Base Class: Fighter

Forest Knights are warriors bound not to courts or crowns, but to the living wilds themselves. Whether sworn to ancient groves, primal spirits, or a sacred woodland order, these fighters draw strength from roots, stone, and leaf. Steel in hand and earth beneath their feet, they stand as immovable guardians where civilization presses too hard against nature.

Unlike rangers or druids, Forest Knights are not wanderers or spell-scholars. They are martial champions of the land, blending disciplined combat training with the raw resilience of the forest. Their power manifests through hardened bark-like defenses, nature-infused strikes, and an uncanny ability to endure where others would fall.

As a Forest Knight grows in strength, the environment itself seems to answer their presence. Vines coil to shield them from blows, their strikes land with the weight of ancient trees, and enemies find the ground turning treacherous beneath their feet. Some Forest Knights are calm and protective, others wrathful and relentless—but all embody the quiet, unstoppable patience of the wild.

To face a Forest Knight on their chosen ground is to fight the forest itself.

Level 3: Oath of the Greenwood

When you choose this archetype, you swear yourself to the protection of the natural world.

Verdant Arsenal. Your bond with nature empowers your attacks.

  • Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d6 nature damage (choose acid, poison, or bludgeoning).

  • The damage increases to 1d8 at 10th level and 1d10 at 18th level.

Natural Attunement. You gain proficiency in Nature or Survival (your choice).

Level 3: Little Sparrow

The woods come alive to aid you. A magical Sparrow becomes your companion and you can see through his eyes when your sight fails.

You can summon this sparrow as a 10 minute ritual whenever it is dropped to zero hit points.

Level 7: Grasping Terrain

You can command the battlefield like tangled undergrowth.

When a creature you can see moves within 10 feet of you, you can use your reaction to force it to make a Strength saving throw
(DC = 8 + your proficiency bonus + your Strength modifier).

On a failure, its speed becomes 0 until the end of its turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 10: Barkskin Resilience

Your body hardens with primal vitality.

You gain resistance to poison damage.

While you are below half your hit point maximum, you gain temporary hit points equal to your proficiency bonus at the start of each of your turns (once per turn).

Your skin roughens like bark, and wounds close with stubborn endurance.

Level 15: Warden’s Retaliation

The forest does not suffer aggression lightly.

When a creature within 5 feet of you hits you with an attack, you can use your reaction to make one weapon attack against it.

On a hit, the attack deals extra 1d8 nature damage, and the target’s speed is reduced by 10 feet until the end of its next turn.

You can use this reaction once per turn.

Level 18: Avatar of the Wild

You embody the wrath and protection of the untamed world.

As a bonus action, you can enter this state for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • Your weapon attacks deal an additional 1d10 nature damage.

  • Enemies within 10 feet of you treat the area as difficult terrain.

  • You cannot be knocked prone or forcibly moved against your will.

Once you use this feature, you can’t use it again until you finish a long rest.

Steel and soil become one. The forest walks with you.

Activate Avatar of the Wild

You embody the wrath and protection of the untamed world.

As a bonus action, you can enter this state for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • Your weapon attacks deal an additional 1d10 nature damage.
  • Enemies within 10 feet of you treat the area as difficult terrain.
  • You cannot be knocked prone or forcibly moved against your will.

Once you use this feature, you can’t use it again until you finish a long rest.

Forest Knight Image

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