Sylvan Knight (5e Subclass)

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A Knight whose purpose is nobler than that of a lord or king

Fighter Martial Subclass: Sylvan Knight[edit]

A Sylvan Knight is a warrior whose training or experience has made them one with the forest. They are defenders of natural order, and prefer a more martial approach to this purpose than druids. Rather than tame nature, they wield her wisdom with an unchecked ferocity.

Spellcasting
Sylvan Knight Spellcasting
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

At level 3, you possess sylvan magic to augment your abilities.

  • Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druidcantrip of your choice at 10th level.
  • Spell Slots. The Sylvan Knight 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
  • Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the evocation and transmutation spells on the druid spell list.
The Spells Known column of the Sylvan Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 can come from any school of magic.
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 an transmutation or evocation spell, unless you’re replacing the spell you gained at 8th, 14th,or 20th level.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you cast your magic through primal forces. 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
Bestowments of the Wilds

At 3rd level, you gain some gifts from mother nature.

  • Armor of the Wilds. As a bonus action, you may conjure a suit of armor made of sylvan materials. Hard leaves and bark, mossy stone, or braided roots wreath around your body. As long as you are wearing no armor already, your Armor Class equals 10 + your Dexterity Modifier + your Wisdom Modifier. You may dismiss your armor or alter its appearance as a bonus action. While you have your Armor of the Wilds active, you are considered armored.
Note: When you adopt this Fighter Subclass at the 3rd level, you may not wear armor made of metal. Doing so will cause you to lose your spellcasting feature until the forbidden armor is doffed.
  • Weapons of the Wilds. You can use your bonus action to create a Sylvan Weapon in your empty hand. You can choose the form that this weapon takes each time you create it (see chapter 5 for weapon options). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your Sylvan Weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one weapon into your Sylvan Weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Sylvan Weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Sylvan Weapon if you die, if you perform the 1-hour ritual on a third weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. A Sylvan Weapon appears as a weapon that may be covered in vines, leaves, or bark. A weapon that is bound as your Sylvan Weapon appears as the weapon, but simply covered in plant matter.
You can have up to two Sylvan Weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. One of your weapons may take the form of a shield, and must follow the guidelines outlined above as well. The weapon also gains a +1 to attacks and damage dice.
  • Nature's Toxin. You gain proficiency with Poisoner's kit and obtain a Poisoner's kit.
Wildland Guardian

At the 7th level, you gain the following features, having been attuned deeply to nature:

  • You add your proficiency bonus twice to Perception, Animal Handling, Nature and Survival ability checks, regardless of proficiency in those skills.
  • Your speed is not halved and you can move unhindered by nonmagical rough terrain made of plants or natural matter.
  • You can cast speak with animals at will, without a spell slot. This spell is always prepared for you, and does not count against your spells known.
Natural Recovery

At the 10th level, when you use the Second Wind feature, you add your Wisdom Modifier (min. 1) to the number of HP you recover, and you regain a number of spell slots (min. 1) whose combined level does not exceed your Wisdom Modifier.

Enhanced Bestowments of the Wild

At 15th level, Nature improves the gifts she had provided you at 3rd level. These bonuses cannot be altered after they had been chosen.

  • Enhanced Armor. Choose one of the benefits to be granted to your Armor of the Wilds:
  • Dauntless. You are immune to effects that frighten or charm you while your Armor is active.
  • Impenetrable. Your Armor grants you some degree of protection against critical hits. Attacks that land a critical hit instead do normal damage.
  • Vivacious. Your Armor protects you from harmful energies. While it is active, you have resistance to Poison and Necrotic Damage, and are immune to the poisoned condition.
  • Enhanced Weapons. Choose one of the benefits to be granted to your Weapons of the Wilds:
  • Steeped. Your Sylvan Weapon attacks deal an additional amount of poison damage equal to your Wisdom modifier.
  • Thorned. When your Sylvan Weapon hits a creature, it imposes disadvantage on the next saving that creature makes against a druid spell that you cast on it within the next minute.
  • Voracious. Your Sylvan Weapon gives you temporary HP equal to your Fighter level when you reduce an enemy to 0 HP or land a critical hit with it.
Guardian Magic

At 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


Some credit goes to my friend, RegolithTheFox, who gave me a few ideas for this subclass with his version called the "Green Knight". We each had our separate ideas on how to go about this, and even shared some of our ideas with each other.

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