The Green Knights of Eldaivyr are sworn protectors of the natural order, blending martial prowess with elemental magic. As a Green Knight, you forge a deep connection with a specific aspect of the natural world—whether the icy Arctic, the arid Desert, the lush Forest, or the mysterious Underdark. This bond allows you to channel the elemental energies of your chosen domain into both combat techniques and spellcasting.
Green Knights defend the wilds against desecration, upholding ancient traditions that honor the symbiosis between nature and humankind. As they advance, Green Knights learn to unleash devastating elemental surges, and at their peak, they wield Nature's Dominion, seamlessly integrating nature's force with their martial actions.
Choosing the path of the Green Knight means embracing the role of a protector who stands as a champion of harmony between civilization and the untamed natural world, ready to face any threat with blade and spell.
Spellcasting
3rd-level Green Knight feature
You augment your martial abilities with the power to cast spells from the druid spell list.
Cantrips: You learn the druidcraft cantrip and two other cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots: The Green 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.
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 enchantment and abjuration schools on the druid spell list. The Spells Known column of the Green Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or enchantment, or a spell that aligns with nature-themed magic (DM's discretion), and must be chosen from the druid spell list. 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.
Spellcasting Ability: Wisdom is your spellcasting ability for your Druid spells, since you larn your spells through your connection with the primal forces of the world. 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
Green Knight Spellcasting
Fighter
Level | Cantrips
Known | Spells
Known | 1st-level
Spell Slots | 2nd-level
Spell Slots | 3rd-level
Spell Slots | 4th-level
Spell Slots |
3rd |
3 |
3 |
2 |
- |
- |
- |
4th |
3 |
4 |
3 |
- |
- |
- |
5th |
3 |
4 |
3 |
- |
- |
- |
6th |
3 |
4 |
3 |
- |
- |
- |
7th |
3 |
5 |
4 |
2 |
- |
- |
8th |
3 |
6 |
4 |
2 |
- |
- |
9th |
3 |
6 |
4 |
2 |
- |
- |
10th |
4 |
7 |
4 |
3 |
- |
- |
11th |
4 |
8 |
4 |
3 |
- |
- |
12th |
4 |
8 |
4 |
3 |
- |
- |
13th |
4 |
9 |
4 |
3 |
2 |
- |
14th |
4 |
10 |
4 |
3 |
2 |
- |
15th |
4 |
10 |
4 |
3 |
2 |
- |
16th |
4 |
11 |
4 |
3 |
3 |
- |
17th |
4 |
11 |
4 |
3 |
3 |
- |
18th |
4 |
11 |
4 |
3 |
3 |
- |
19th |
4 |
12 |
4 |
3 |
3 |
1 |
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Bond with Nature
3rd-level Green Knight feature
You choose a natural domain to bond with—arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. This bond grants you the ability to cast a specific 1st-level spell once per long rest without expending a spell slot, tailored to each domain's thematic elements. You can also use any spell slots of 1st-level or higher to cast these spells.
- Arctic: Ice Knife
- Coast: Create or Destroy Water
- Desert: Burning Hands
- Forest: Entangle
- Grassland: Longstrider
- Mountain: Earth Tremor
- Swamp: Fog Cloud
- Underdark: Faerie Fire
Verdant Resonance
7th-level Green Knight feature
After you cast a druid spell of 1st level or higher on your turn, you can use a bonus action to make one weapon attack or to command the forces of nature to assist you in the fight. When using this bonus action for a weapon attack, the attack deals additional damage equal to your spellcasting ability modifier. Alternatively, using this bonus action can allow you to push an enemy up to 10 feet away from you, reflecting the disruptive force of nature—like a sudden gust of wind or a small tremor.
Nature's Strike
10th-level Green Knight feature
You can unleash a surge of elemental power related to one of your natural domain bonds. This ability manifests as a powerful burst that damages enemies within a 15-foot radius centered on you. Each creature in the effected area must make a saving throw specific to the natural domain you channel. See the Nature's Strike table for the saving throw, damage type, and other effect. A creature takes damage specific to that domain an an additional effect on a failed saving throw. On a successful save, a creature takes half damage and suffers no other effects. You can use this feature once per long rest. Here are the specific effects for each domain:
Nature's Strike
Domain | Saving
Throw | Damage
Type | Effect |
Arctic |
Constitution |
Cold |
Creatures that fail the save have their speed reduced by half until the end of your next turn. |
Coast |
Strength |
Thunder |
Creatures that fail the save are knocked prone. |
Desert |
Dexterity |
Fire |
Creatures that fail the save gain a level of exhaustion due to dehydration and heat fatigue. |
Forest |
Dexterity |
Piercing |
Creatures that fail the save are entangled by vines and roots, causing them to be restrained until they break free with a Strength check. |
Grassland |
Constitution |
Lightning |
Creatures that fail the save are blinded by the bright flash until the end of your next turn. |
Mountain |
Strength |
Bludgeoning |
Creatures that fail the save are knocked back 10 feet and knocked prone if they collide with a solid object. |
Swamp |
Constitution |
Poison |
Creatures that fail the save are poisoned for 1 minute, or until the make a successful save at the end of their turn. |
Underdark |
Dexterity |
Acid |
Creatures that fail the save are blinded as caustic acid burns their eyes and skin, imposing this condition until the end of your next turn. |
Elemental Wrath
15th-level Green Knight feature
You can channel the raw energy of your bond with nature, releasing a powerful surge of elemental force. The specific effect depends on your chosen domain, such as entangling roots, a rockslide, a rapid water current, or a bolt of lightning. This ability can be used once per long rest.
Nature's Domain
18th-level Green Knight feature
You gain the ability to seamlessly integrate your command of nature's forces into your martial prowess. Whenever you cast a druid spell of 1st level or higher, you can choose one of the following effects to occur as part of the same action:
- Empower Weapon: For your next melee attack this turn, your weapon is wreathed in natural energy (fire, ice, wind, etc.), and the attack deals an extra 1d8 damage of the type associated with your one of your bonded domains (see Nature's Strike for damage types).
- Elemental Shield: You conjure an elemental shield that provides you resistance to one damage of your choice associated with one your bonded domains until the start of your next turn (see Nature's Strike for damage types).
- Nature's Swiftness: You can take the Dash action as a bonus action once before the end of your next turn, reflecting the swift and unpredictable forces of nature.
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