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Fighter - Green Knight

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0% found this document useful (0 votes)
174 views2 pages

Fighter - Green Knight

Uploaded by

forkyouspotify
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Spells Known of 1st-Level and Higher

Fighter You know three 1st-level druid spells of your choice from the
druid spell list.
Green Knight The Spells Known column of the Green Knight
The Green Knight is a fighter who draws on the power of Spellcasting table shows when you learn more druid spells of
nature to imbue their attacks with the strength of the earth 1st level or higher.
itself. They are fierce defenders of the natural world, sworn to Whenever you gain a level in this class, you can replace one
protect it at all costs. of the druid spells you know with another spell of your choice
from the druid spell list.
Spellcasting
When you reach 3rd level, you augment your martial prowess Spellcasting Ability
with the ability to cast spells. See Spells Rules for the general Wisdom is your spellcasting ability for your druid spells,
rules of spellcasting and the Spells Listing for the druid spell since your magic draws upon your devotion and attunement
list. to nature. You use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use your Wisdom
Cantrips modifier when setting the saving throw DC for a druid spell
You learn two cantrips of your choice from the druid spell list. you cast and when making an attack roll with one.
You learn an additional druid cantrip of your choice at 10th
level. Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier
Spell Slots Spell attack modifier = your proficiency bonus + your
The Green Knight Spellcasting table shows how many spell Wisdom modifier
slots you have to cast your druid spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the Nature's Blessing
spell’s level or higher. You regain all expended spell slots Starting at 3rd level, you gain proficiency with the Nature
when you finish a long rest. skill and gain the ability to use a druidic focus as your
spellcasting focus for your druid spells. If you are already
proficient in Nature, you gain proficiency in another skill of
Green Knight Spellcasting your choice.
Level Spells Known 1st 2nd 3rd 4th Verdant Weapon
3rd 3 2 — — — Additionally at 3rd level, you learn the shillelagh cantrip. This
does not count against your cantrips known. You can target
4th 3 3 — — — any weapon with it, but when targeting a weapon other than a
5th 4 3 — — — club, quarterstaff, or greatclub, its effect does not change the
damage dice. When you target a greatclub, the damage dice
6th 4 3 — — — becomes 1d12.
7th 5 4 2 — —
Regrowth
8th 5 4 2 — — Beginning at 7th level, you gain an additional use of your
9th 6 4 2 — — Second Wind feature, allowing you to use it again before you
need to complete a rest.
10th 6 4 3 — —
11th 7 4 3 — —
Ancient Warding
At 10th level, when you use your Indomitable feature to reroll
12th 7 4 3 — — a saving throw against a magical effect, you can add your
13th 8 4 3 2 —
proficiency bonus to the result (potentially adding twice your
proficiency bonus if you are already proficient in the save).
14th 8 4 3 2 —
15th 9 4 3 2 —
Immortal Regeneration
Starting at 15th level, your Second Wind feature restores an
16th 9 4 3 3 — additional 1d10 hit points, and you can use your Second
17th 10 4 3 3 — Wind feature while you are Incapacitated and could
otherwise not take actions.
18th 10 4 3 3 —
Primal Command
19th 11 4 3 3 1
Starting at 18th level, you can cast a Druid spell with the
20th 11 4 3 3 1 casting time of an action as a bonus action. Once you do this,
you cannot do so again until you complete a short rest.

1
Kibbles' Generic Subclasses
Spells Credits
The following are not new spells, but drawn from the Casting Subclass created by KibblesTasty
Compendium as relevant spells. Editing by Gabriel Russell
Art: Forrest Imel (Licensed Stock Art)
Bramble Binding
1st-level transmutation License
Classes: Druid, Occultist, Ranger 5e SRD Content
Casting Time: 1 action
Range: 30 feet This work includes material taken from the System
Components: V, S Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
Duration: Instantaneous LLC and available at:
Brambles burst from your hand, lashing out at a target within [Link]
document
range. The target must make a Dexterity saving throw. On The SRD 5.1 is licensed under the Creative Commons
failure, they take 4d4 piercing damage and, if the target is Attribution 4.0 International License available at:
Large or smaller, it becomes entangled by brambles. While [Link]
entangled by brambles, it can't move, but it can free itself as
an action (taking no additional damage) or rip itself free using Kibbles Content
half of its movement and taking an additional 2d4 piercing Copyright 2022 KibblesTasty Homebrew LLC. You can use
damage. On a successful save, they take half as much damage content created by KibblesTasty Homebrew LLC following
and aren't entangled by brambles. the permissions listed on:
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, both the initial damage and the
damage taken ripping free of the brambles increases by 1d4
for each slot level above 1st.
Grasping Roots
1st-level transmutation
Classes: Druid, Ranger
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A twisting burst of roots launch from your hand, reaching to
grab a Large or smaller target. The target must make a
Strength saving throw. On success, the target is moved 5 feet
in a direction of your choice. On a failure, the target is moved
20 feet in a direction of your choice. A creature can choose to
fail this save.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you move a creature an additional
5 feet for each slot level above 1st.

Kibbles' Generic Subclasses

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