Green Mage Prestige Class
Prestige Class: Green Mage
The Green Mage is a spellcaster who channels the primal forces of nature to command the battlefield. Drawing power from the natural world—its plants, animals, and elements—they wield spells that hinder foes, empower allies, and reshape the terrain itself. A Green Mage is a guardian of balance, equally capable of nurturing life or unleashing nature's fury—especially through crippling debuffs that sap the strength of enemies and control the flow of battle.
Requirements
- To qualify for the Green Mage prestige class, a character must meet the following prerequisites:
- Proficiency in the Nature skill
- The ability to cast spells from the Druid spell list
- A demonstrated connection to nature, such as performing a sacred rite, healing a corrupted glade, or bonding with a nature spirit (DM’s discretion)
- Hit Dice: d8 per Green Mage level
- Proficiencies: No additional armor or weapon proficiencies
- Spellcasting Ability: Wisdom
- Spellcasting Focus: You can use a druidic focus (e.g., sprig of mistletoe, carved wand, living vine) as your spellcasting focus for Green Mage spells.
- Gain Green Mage features and spellcasting progression as listed, or
- Forego the Green Mage feature for that level and instead gain the class feature from your original spellcasting class (as if you had gained a level in that class). You still gain Green Mage spellcasting progression.
- The target has disadvantage on the saving throw if it is on natural terrain (such as grass, soil, stone, sand, or wood)
- Alternatively, if the spell deals acid, cold, fire, lightning, or poison damage, the target also has disadvantage, regardless of terrain
- It is restrained, pulled prone, and grappled by thick vines and roots.
- While affected, its speed becomes 0.
- The creature is stunned until the end of its next turn.
- Enemy creatures treat the area as difficult terrain and cannot teleport or use extradimensional movement.
- At the start of each enemy's turn within the area, they must make a Strength saving throw. On a failure, they are restrained, silenced, and frightened until the start of their next turn.
- If an enemy fails this save by 5 or more, they are also stunned until the end of their current turn.
- Any creature that fails a saving throw against your spell while in this zone suffers an additional penalty of -3 to attack rolls, ability checks, and saving throws until the end of your next turn.
- The area is shrouded in supernatural overgrowth—vines crawling up buildings, flowers blooming violently from cracks in the ground, and the very air pulsing with primal magic. You may move the zone up to 20 feet as a bonus action on subsequent turns.

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