Guardian of the Forest (5e Class)

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Staff in hand, a human woman cries out to the world as she channels nature’s energies, the plants around her writhing and combining into larger forms before summoning a thundercloud to unleash deadly lightning on the approaching band of brigands.

An ancient elf pours through an even older arcane tome as several small vine creatures help sort through other books in the library, while a much larger collection of living vines holds some lamps up high to provide adequate illumination.

Three human-shaped saplings dance across the battlefield in tandem with their half-orc master, executing complex maneuvers at his command as they leave one soldier after another dead in their wake.

Guardian Of The Forest[edit]

Guardians of the forest are beings that have devoted their lives to protect and ward natural forests and their inhabitants. For this protection, nature itself shares its power with the guardian. This natural power manifests itself in many ways: as companions that aid the guardian it battle, in elemental power and in natural magic.

Creating a Guardian of the Forest[edit]

To create a Guardian of the forest you must love the forest like yourself and sometimes even more. Think about how you belong to the forest: Were you brought here to be punished or protected by some evil? Are you native to the forest from ancestry? For example you can be a dryad, a forest gnome, a wood elf, or even a Treant!

Class Features

As a Guardian Of the Forest you gain the following class features.

Hit Points

Hit Dice: 1d10 per Guardian Of the Forest level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian Of the Forest level after 1st

Proficiencies

Armor: light armor, hide armor
Weapons: Simple Weapons
Tools: Herbalism Kit, Healer Kit
Saving Throws: Wisdom and Charisma
Skills: Choose 2 from the following: Persuasion, Animal Handling, Medicine, Nature, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Guardian Of the Forest

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Elemental Sight, Natures Amenities, Spellcasting 2
2nd +2 Tree of Life 3
3rd +2 Natural Replenishment 4 2
4th +2 Ability Score Improvement, Tree of Life Improvement 4 3
5th +3 Crown of Flowers 4 3 2
6th +3 Song of the Forest Forest Archetype 4 3 3
7th +3 Petal Dance 4 3 3 1
8th +3 Ability Score Improvement, Tree of Life Improvement 4 3 3 2
9th +4 Petal Dance 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 Forest Archetype 4 3 3 3 2 1
12th +4 Ability Score Improvement, Natures Shield 4 3 3 3 2 1
13th +5 --- 4 3 3 3 2 1 1
14th +5 Forest Archetype 4 3 3 3 2 1 1
15th +5 Friend of Nature 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 New Limb 4 3 3 3 2 1 1 1 1
18th +6 Nature's Boon 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 New Life 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Your connection to the forests and natural environments have granted you the ability to channel its magical power.

Preparing and Casting Spells

The Guardian of the Forests table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these Guardian of the Forests spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare a list of Guardian of the Forests spells that are available for you to cast, choosing from the Guardian of the Forests spell list. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells whenever you finish a long rest. Preparing a new list of Guardian of the Forests spells requires time spent reviewing notes and mixing components.

Spellcasting Ability

Wisdom is your spellcasting ability for your Guardian of the Forests spells, since you learn your spells through patient study and copious note-taking. 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 Guardian of the Forests spell and when making an attack roll for one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Guardian of the Forests spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a magical focus as your spellcasting focus.


Elemental Sight[edit]

The nature provides you with all the things necessary for your survival. Whenever you are on a natural environment whenever you make a Animal Handling, Nature or Survival check or a check with the Herbalist Kit, if you roll a number under your Wisdom modifier + your proficiency bonus, you can reroll the result.

You can always tell where you are because you feel with the earth itself. You cannot become lost except by magical means on land as long as you are on the material plane or in the elemental plane of earth. This effect does not extend to air or water travel. You also gain tremor sense of 10 feet.


Natures Amenities[edit]

Starting at 1st level, you can raise from the ground weapons and armor made out of organic material, such as wood, flowers or vines, or covered in spikes. This could be any type of weapon or armor you are proficient with. The armament has the following properties.

  • Armor: The armor summoned has the properties of your AC equals 14 + your Wisdom modifier, and summoning this armor lasts for 1 hour. Donning the armor requires a bonus action.
  • Weapon: You summon a melee weapon as a bonus action. The weapon summoned has the same properties of the normal weapon, it is considered magical for overcoming resistance to non magical damage, and lasts for 1 minute. You can use your Wisdom, instead of Dexterity or Constitution when making attacks with this weapon.


Guardian of the Forest Archetype[edit]

Starting at 2nd level, you choose to focus your attention and research on one branch of advanced studies on which from that point forward—the Science of Creation or the Science of Destruction, both detailed at the end of this class entry. Your studies grant you additional class features at 2nd level, and again at 6th, 11th, and 14th level.


Voices of the Silent[edit]

Once you gain this feature at 2nd Level, you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You gain proficiency in Nature, if you don't already have it. Your proficiency bonus is doubled for any ability check you make with this skill.


Tree of Life[edit]

In an unoccupied space in range, you conjure a Huge beautiful tree that fills a cylinder 5 feet in diameter, with any height of your choosing up to 60 feet. This tree has AC 16, 100 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points cannot be restored by magic. The tree's leaves glow with an emerald-like luminescence that spreads bright light to a radius of 60 feet, and dim light for another 60 feet.

If an ally starts its turn within the tree's bright light, or enters it on its turn, you may reduce the tree's remaining hit points by 10 (no action required) for that creature to regain a number of hit points equal to 2d6 + your spellcasting ability modifier if it is neither construct nor undead.


Natural Replenishment[edit]

Starting at 3rd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Tree of Life Improvement[edit]

The Tree of Life heals all.

The Tree of Lights Blessing now heals creature types that normally arent able to be healed. The blessing extends to your healing spells.

Creatures gain 2d6 temporary hit points the first time the bright light of the tree shines over them.


The healing die increases by 1d6.

Crown of Flowers[edit]

Beginning at 5th level, as an action, you bestow an ally with a beautiful crown made of emerald-like luminescent petals. While wearing the crown they gain the following benefits for an hour:

AC is increased by +2

Your melee attacks deal an extra 1d6 force damage on a hit.


You can use this as many times as your spellcasting modifier before needing a long rest.

At 9th level, speed is increased by 10, You have advantage on attack rolls that you make with simple and martial weapons.

At 13th level, ac is increased to +4, You gain advantage on Strength checks and saves.

You may cast this as many times as your spell modifier before needing a long rest.

Song of the Forest[edit]

Starting at 6th level, your connection to the realms of sleep grows. When casting the sleep spell, you can count each dice roll that is under a 5 as a 5. Once per long rest you can cast the dream spell without expending a spell slot.


Tree of Life Improvement[edit]

Allies that are under the bright light are absolved of the blinded, frightened, and poisoned conditions—and for the duration. They also ignore difficult terrain within the tree's light.


Petal Dance[edit]

At 9th level, You can spend a bonus action to surround yourself with a beautiful swirl of luminescent emerald flower petals. These petals spread in a 30 ft. radius around yourself, and last for one minute. Hostile creatures that start their turn within the flower petals take 3d6 slashing damage and are blinded for as long as they stay within the area. A hostile creature can attempt a dexterity save to only take half damage and negate the blinded condition.

Princess-Healing Flower Robe[edit]

At 11th level, As an action, you gain the ability to invoke the Princess-Healing Flower Robe, a manifestation of nature's majesty and nurturing power. This magical robe, adorned with vibrant, life-giving flowers, grants you the ability to protect and empower your allies through the essence of nature.

Features:

Bouquet of Life (Action): Unleash a wave of healing energy in a 35-foot radius. Allies within this radius regain (2d8+spellcasting ability) hit points and are cured of one condition (blinded, deafened, poisoned, etc.).

Petal Shield (Bonus Action): Choose up to four allies within 60 feet. A shield of swirling petals forms around them, increasing their AC by 2 and granting resistance to psychic damage for 1 minute. The first attack roll against each shielded ally per turn is made at disadvantage.

Dew of Restoration (Reaction): When an ally within 30 feet takes damage, conjure healing dew to restore 3d8 hit points. The dew also grants the ally advantage on their next attack roll, skill check, or saving throw. Can do this as many times as your spell casting ability modifier.

Floral Sanctuary Dome : (Reaction) You can use your reaction to Erect a 40-foot radius dome of intertwining flowers and energy. This dome prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears at the start of your next turn.

Duration: The Princess-Healing Flower Robe remains active for 10 minutes or until dismissed as a free action.


Nature's Shield[edit]

At 12th level, nature empowers you to help protect your allies further. Whenever you use a healing spell on a creature, a shield made out of natures energy surrounds your target, granting it a +2 bonus to its AC until the end of your next turn. The ability doesnt stack.

Friend of Nature[edit]

Beginning at 15th level, you are always under the effects of a Speak with Animals spell and a Speak with Plants spell.


New Limb[edit]

At 17th level, you can cast regenerate to restore a lost or damaged body part once per week.


Nature's Boon[edit]

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can heal yourself equal to half your hit point maximum.

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


New Life[edit]

If you reach 0 HP and have to make a death saving throw at the start of your turn. You have the option to be filled with divine force and gain the effects of casting aura of life without concentration which if this returns other creatures to 1 HP from this feature, they emit light for a 10ft radius, and dim light for 10ft beyond that. This is once per long rest.


Floral Shepard[edit]

Floral Shepard's are the guardians of the forests, protecting animals and plants from the harms of the civilized world. Sometimes, they also act as ambassadors, bridging the gaps in communication between civilization and the wild, trying to create harmony between these two worlds.

Forest Emissary

You know how to speak with the denizens of the wild. You know how to speak, write and read sylvian, if you don't already know it.

Finally, whenever you make a Charisma check against a plant, fey or beast, you can use your Wisdom modifier instead of your Charisma.

Pocket Garden


At 2nd level, you learn how to grow a small garden around you, even in the toughest of environments.

As a bonus action, you can imbue the ground under you with vitality, causing plants native to the area to sprout in a 15-foot radius around you. The garden grants each creature of your choice within the area of effect extra hit points equal to 1d6.

The gardens magic persists for 1 minute. Once you use this, you can’t use it again until you finish a long rest.


Petal Levitation

Starting 6th level, the aura of the flowers envelopes you. Like its dainty petals that fly all about the world, you gain an air of buoyancy. As a bonus action, you can swirl yourself in a gentle vortex of flower petals that lifts you off the ground. You gain a flying speed of 30 feet and are considered to be hovering while this effect is active. The aroma also makes creatures with Intelligence scores of 10 or less calmed by you and less likely to attack if they can smell it. You may dispel this with a bonus action.

Princess-Healing Flower Robe

At 11th level, you gain the ability to invoke the Princess-Healing Flower Robe, a manifestation of nature's majesty and nurturing power. This magical robe, adorned with vibrant, life-giving flowers, grants you the ability to protect and empower your allies through the essence of nature.

Features:

Bouquet of Life (Action): Unleash a wave of healing energy in a 35-foot radius. Allies within this radius regain (2d8+spellcasting ability) hit points and are cured of one condition (blinded, deafened, poisoned, etc.).

Petal Shield (Bonus Action): Choose up to four allies within 60 feet. A shield of swirling petals forms around them, increasing their AC by 2 and granting resistance to psychic damage for 1 minute. The first attack roll against each shielded ally per turn is made at disadvantage.

Dew of Restoration (Reaction): When an ally within 30 feet takes damage, conjure healing dew to restore 3d8 hit points. The dew also grants the ally advantage on their next attack roll, skill check, or saving throw. Can do this as many times as your spell casting ability modifier.

Garden's Respite (Action): Create a 40-foot radius garden of magical flora at a chosen point within 60 feet. For 1 minute, the garden is difficult terrain for enemies. Allies gain a +10-foot bonus to movement speed within it. Additionally, they have advantage on Wisdom (Perception) checks while in the garden.

Duration: The Princess-Healing Flower Robe remains active for 10 minutes or until dismissed as a free action.

Champion of the Forest

You gain advantage on Constitution Saving Throws made against the poison condition, including those against consuming multiple Elderberries Once per long rest, you can cast both Tree Stride and Transport via Plants once without expending a spell slot. Concentration and spell components are not required when cast these spells in this way. Additionally, when a creature moves near a tree within 60ft, you can use your reaction to entangle them. If the creature ends its turn there, have it make a Strength Saving Throw against your spell save DC or become restrained on a failure. If the creature moves past the tree, have it make a Dexterity Saving Throw or fall prone on a failure.

Primordial Warden[edit]

Emissaries of the primordial planes, primordial wardens use their connection with the elements to protect the natural world, bringing destruction in the shape of energy blasts upon their enemies.

Elemental Strike

Starting at 2nd level, you can channel elemental power and deliver magical attacks. Whenever you make an attack with your forest armament or natural rage feature, you can use your bonus action and spend one spell slot to increase damage of that attack in 1d8 plus 1d8 for each level of the spell slot spent, up to 5d8.

You can choose from the following damage types: acid, cold, fire, lighting or thunder.

At 15th level, you can also deal poison and radiant damage.

Raw Primordial Energy

Starting at 6th level, you can use your bonus action to change the damage type of any spell you know that deals acid, cold, fire, lighting or thunder damage for any other damage type of that list. You can use this feature a number of times equal to your Wisdom modifier, and regain all uses after completing a long rest.

Elemental Wrath

At 11th level, you can use your action and cast one of the following spells: investiture of flame, investiture of ice, investiture of stone, investiture of wind.

Wisdom is your spellcasting ability for these spells, and you can cast them without spending a spell slot, and without needing to keep concentration. You still can't cast another concentration spell at the same time.

You gain a second use of this feature when you reach the 14th level.

Once you cast any of these spells, you can't do it again until you finish a long rest.



Guardian of the Forest Spell List[edit]

1st Level[edit]
2nd Level[edit]
3rd Level[edit]
4th Level[edit]
5th Level[edit]

Multiclassing[edit]

To qualify for new class levels as an guardian of the forest, you must have Wisdom 13 or better.


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