Fighter
Base Class: Fighter

Beast buddies (also called greenblades) are fighters who imitate rangers in some respects.  They have a fierce love for the natural world and work closely with a chosen companion to protect it.

Spellcasting

                                                                                                                                                              Spell Slots Per Spell Level

Fighter Level

Cantrips Known

Spells Known (including Find Familiar)

1st

2nd

3rd

4th

3rd

Druidcraft + 2

3

2

-

-

-

4th

Druidcraft + 2

4

3

-

-

-

5th

Druidcraft + 2

4

3

-

-

-

6th

Druidcraft + 2

4

3

-

-

-

7th

Druidcraft + 2

5

4

2

-

-

8th

Druidcraft + 2

6

4

2

-

-

9th

Druidcraft + 2

6

4

2

-

-

10th

Druidcraft + 3

7

4

3

-

-

11th

Druidcraft + 3

8

4

3

-

-

12th

Druidcraft + 3

8

4

3

-

-

13th

Druidcraft + 3

9

4

3

2

-

14th

Druidcraft + 3

10

4

3

2

-

15th

Druidcraft + 3

10

4

3

2

-

16th

Druidcraft + 3

11

4

3

3

-

17th

Druidcraft + 3

11

4

3

3

-

18th

Druidcraft + 3

11

4

3

3

-

19th

Druidcraft + 3

12

4

3

3

1

20th

Druidcraft + 3

13

4

3

3

1

 

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn the Druidcraft cantrip and two more cantrips of your choice from the druid spell list.  However, both cantrips must deal damage. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Beast Buddy Spellcasting table shows how many spell slots you have to cast your 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 Goodberry and have a 1st-level and a 2nd-level spell slot available, you can cast Goodberry using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level druid spells of your choice, at least one of which must deal damage.

The Spells Known column of the Beast Buddy Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an damage-dealing 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.

The spells you learn at 8th, 14th, and 20th level do not have to deal damage.

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, and it must be a damage-dealing spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level which does not have to deal damage.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through meditation and understanding of your place in nature. 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

Guardian of Nature

When you select this archetype at 3rd level, you gain proficiency in Animal Handling.

You learn the Find Familiar spell and can cast it as a ritual spell.  The creature summoned is a fey creature.  You have a close relationship with it and call it your companion rather than a familiar.   

You also forswear using metal armor and shields, and many beast buddies abandon metal weapons as well.  However, you also gain a limited ability to transmute metal into wood. By performing a 1 hour ritual, you can transmute up to 100 lbs of metal into a wood of your choice.  Regardless of the type of wood, it is as hard as the metal it originally was. You can perform this ritual once a week.

When you attune to magical metal armor or shields, the attunement process turns it into wood as long as you remain attuned to it.  This process is optional for magical metal weapons.

Combat Companion

At 7th level, your companion can even fight alongside you.  It can take the Attack action.  It gains the Evasion ability, its attack rolls, damage rolls, savings throws, and AC are increased by your proficiency bonus, and it receives additional hit points equal to twice your Fighter level.  It can Dash or Disengage as a bonus action.  Its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

If it attacks a creature, it can then Help as a bonus action targeting the same creature.

Inspiring Companion

Starting at 10th level, you and your companion spur each other to greatness.  As long as it can see or hear you, your companion has advantage on attack rolls and saving throws.  It has as many uses of Indomitable as you do.  As long as you can see or hear it, you have advantage on saving throws against being charmed or frightened.

If your companion scores a critical hit, the creature hit has disadvantage on the next saving throw it makes against one of your spells until the end of your next turn.

Blocking Boughs

Beginning at 15th level, when you use your Action Surge, you and your companion are surrounded by protective boughs and vines until the end of your next turn, giving both of you +2 to AC.

Warriors of the Wild

At 18th level, your companion scores a critical hit on a 19 or 20. When an attacker that it can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

When you cast a cantrip or spell, you can make an attack as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2019 8:32:21 PM
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1/8/2020 10:25:49 PM
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Beast Buddy Image

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