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Grove Warden

In the fertile fields and ancient hedgerows surrounding the city of Honeybrook, nature and civilization thrive in harmony. Grove Wardens first emerged there—fighters who draw strength from the land itself to protect their people and the land that sustains them. Though the tradition began in Honeybrook, its techniques have spread to farmlands, forests, and frontier communities across Illadrya. Trained to hold their ground and control the flow of battle, a Grove Warden uses living terrain to hinder enemies and shield allies, standing as a rooted sentinel amid the chaos of war.

The Effects of this subclass are considered "Primal" in addition to Arcane if you so choose.

Personal Grove

When you choose this archetype at 3rd level, you can cast entangle without expending a spell slot or using somatic components. Constitution is your spellcasting ability for this spell. When you cast the spell in this way, its area becomes a 10-foot radius centered on you that moves with you for the duration. This area is not difficult terrain for you.

In addition, for the duration of the spell, you can use a bonus action on each of your turns to force one creature of your choice within the area to succeed on a Strength saving throw, or be restrained by the plants of the spell as if it were being cast for the first time.

While you are concentrating on entangle cast using this feature, you have advantage on saving throws made to maintain your concentration.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Natures Knight

Also at 3rd level, you are more in tune with the forces of the earth. You gain learn druidic and gain proficiency in either the nature, survival or animal handling.

Verdant Ward

At 7th level, your connection to the grove allows you to call forth vines to shield nearby allies from harm. When a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to expend a martial die and grant that creature resistance to the attack’s damage.

If you are concentrating on entangle cast using the Personal Grove feature, you can use this reaction on a creature within the area of the spell instead.

Expanded Grove

Starting at 10th level, when you cast entangle using your Personal Grove feature, its radius is increased to 15 feet. In addition, creatures of your choice ignore the difficult terrain created by the spell.

Finally, Once per turn, when you hit a creature that is restrained you regain a martial die.

Whispers of the Grove

Also at 10th level, you can cast speak with plants without expending a spell slot or using components.

Unyielding Grove

Starting at 15th level, when you roll initiative and have no uses of your Personal Grove feature remaining, you regain one use.

In addition, while you are concentrating on entangle cast using your Personal Grove feature, your concentration can’t be broken by taking damage.

Avatar of the Grove

At 18th level, you can use a bonus action, you become a living extension of the grove you protect, gaining the following benefits for 1 minute:
- You have resistance to bludgeoning, piercing, and slashing damage.
- At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
- While you are concentrating on entangle cast using the Personal Grove feature, its radius in increased to 20 feet. Additionally, when you use your bonus action to force a creature in the area to make a Strength saving throw, you can instead choose a number of creatures in the area up to your Wisdom modifier (minimum of 1).

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

 


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