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)
  Class Features  
  • 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.
  At each level, you gain new spells known and spell slots as if you had gained a level in the Druid class.   Class Progression Note: If you entered this prestige class from a full spellcasting class (such as Cleric, Sorcerer, Wizard, etc.), you may choose to continue gaining class features from that class as you level in Green Mage. At each Green Mage level, you may either:  
  • 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.
  Level 3 – Nature’s Embrace:    Your bond with nature fortifies your body and mind. While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage on saving throws against being restrained, petrified, or charmed by magical effects.   Debuff Boost: When a creature fails a saving throw against one of your spells that inflicts the restrained, blinded, poisoned, silenced, prone, frightened, or charmed condition, it suffers a penalty to attack rolls and saving throws until the end of your next turn. This penalty starts at -1 and increases to -2 at level 10, and -3 at level 18.   Buff Boost: When you cast a beneficial spell on an ally (such as a spell that heals, grants temporary hit points, increases AC, or removes a condition), they receive an additional bonus to attack rolls, saving throws, and ability checks equal to +1. This bonus increases to +2 at level 10 and +3 at level 18, and it lasts for 1 minute or until the spell's duration ends.   Haste Mastery: If you cast Haste on an ally, they do not suffer the lethargy penalty (no action or movement) when the spell ends.   Level 7 – Nature’s Bounty:   You can call upon the nurturing power of nature to restore vitality. Once per long rest, as an action, you create a 30-foot radius sphere of rejuvenating energy centered on yourself. All creatures of your choice within this area regain hit points equal to 2d8 + your Green Mage level + your Wisdom modifier. This healing increases to 3d8 at level 10, and 4d8 at level 15. Plants in the area bloom or flourish, and corrupted ground is momentarily cleansed.   Additional Effect: Any hostile creatures in the area must succeed on a Constitution saving throw or have their movement speed halved and suffer disadvantage on their next Strength or Dexterity saving throw.   Level 10 – Nature’s Wrath:    The forces of nature bend to your will when lashing out. When you cast a spell that requires a creature to make a saving throw:  
  • 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
  Additional Effect: If the target fails the saving throw, it becomes entangled by natural energy (vines, wind, frost, etc.) and its movement speed is reduced to 0 until the end of its next turn.   Constitution Disruption: When a creature fails a saving throw against one of your Green Mage spells, it suffers an additional -2 penalty to its next Constitution saving throw before the end of your next turn. This penalty stacks with other penalties imposed by your Green Mage features.   Nature’s Boon: Whenever you use Nature’s Wrath, you may also choose a number of creatures equal to your Wisdom modifier (minimum one) within 30 feet to receive Nature’s blessing. Each chosen ally gains temporary hit points equal to your Green Mage level and is affected by a Shield of Faith-like effect (+2 AC) for 1 minute. This blessing requires no concentration. You may use Nature’s Boon a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.   Level 15 – Nature’s Shelter:   You can shape the land itself to shield your allies. As an action, you cause the terrain in a 20-foot radius centered on yourself to become overgrown and protective. This area is difficult terrain for enemies and grants half cover (+2 AC and Dexterity saving throws) to allies of your choice within the area.The effect lasts for 1 minute or until dismissed (bonus action). Once used, this feature can’t be used again until you finish a short or long rest.   Debilitating Terrain Effect: When an enemy creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or suffer the following effects:  
  • 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.
  The creature may attempt a Strength saving throw at the end of each of its turns to end the restrained, prone, and grappled conditions. The stun effect has no additional saving throw—if the initial Strength save is failed, the stun lasts until the end of its next turn.   Additional Debuff Aura: Enemies within the area must make a Wisdom saving throw at the start of their turn or have disadvantage on their next attack roll made within the area.   Level 18 – Nature’s Dominion:   Your mastery over natural forces culminates in a devastating show of dominance over the battlefield. Once per long rest, as an action, you invoke the full wrath of nature, creating a 60-foot radius zone of natural control centered on yourself that lasts for 1 minute. While within this area:  
  • 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.
  Charm Effect: When you activate Nature’s Dominion, all creatures of your choice within the area must make a Wisdom saving throw. On a failed save, they are charmed by you for the duration or until they take damage. While charmed in this way, creatures are incapacitated and have a speed of 0, as if affected by the Hypnotic Pattern spell. They may repeat the save at the end of each of their turns to end the effect.   Green Mage Spell List   You always have the following spells prepared and they do not count against your number of prepared spells:   1st level: Entangle, Faerie Fire   3rd level: Pass Without Trace, Spike Growth   5th level: Plant Growth, Protection from Energy   7th level: Control Water, Freedom of Movement   9th level: Tree Stride, Wrath of Nature   Expanded Spell List (Unique to Green Mage):   Spell Descriptions:   Briar Grasp (1st): Roots lash at a creature within 30 feet. On a failed Dexterity save, the target is restrained until the end of its next turn.   Verdant Shield (1st): Target gains +2 AC and resistance to bludgeoning damage until the start of your next turn. No concentration required.   Creeping Pollen (1st): Releases a 10-ft cloud. Creatures in the area must succeed on a Constitution save or fall unconscious for 1 minute. Ends early if damaged or shaken. Immune if immune to charm.   Thornbind Circle (2nd): A 20-ft radius becomes tangled with thorns. Enemies moving inside take 2d6 piercing damage and must succeed on a Strength save or be restrained.   Bloomstep (2nd): Teleport yourself and one willing creature to a visible space within 60 feet. The arrival point blooms with harmless flowers.   Fungal Confusion (2nd): Target makes an Intelligence save or becomes confused for 1 minute (save ends at end of each turn).   Rootgrasp Barrier (3rd): Create a 10-ft radius wall of twisting roots. Grants full cover against ranged attacks and becomes difficult terrain.   Nature’s Lament (3rd): Summons a spectral spriggan at a chosen point within 60 feet. The spriggan emits a haunting cry in a 30-ft cone. Creatures in the cone make a Wisdom save or are frightened and can’t take reactions until the end of their next turn.   Rotting Bloom (3rd): Cause a cursed flower to bloom on a surface or creature. On a failed Con save, it takes 6d6 necrotic damage and has disadvantage on charm/frighten saves for 1 minute.   Earthen Reclamation (4th): Animate the ground in a 20-ft radius. Enemies must make Strength saves or be knocked prone and silenced. Magic in the area is suppressed until the end of your next turn.   Blooming Refuge (4th): Allies in a 20-ft radius gain total cover behind walls of petals. The area is heavily obscured to enemies.   Verdant Judgment (5th): Up to five creatures in natural terrain must make Dex saves or be restrained and take 8d6 force damage as roots violently erupt.   Nature’s Eclipse (6th): A 20-ft radius canopy forms. Enemies within have disadvantage on Perception checks and concentration saves.   Avatar of the Wild (7th): Transform for 1 minute into a semi-divine nature form. Resistance to all damage, spells impose disadvantage on saves, and allies in 30 ft. heal 5 HP at start of their turns.   Worldshatter Bloom (8th): A 40-ft radius explodes into spiked roots and sinkholes. Enemies must Dex save or take 10d10 piercing and fall prone. Terrain becomes impassable.   Call of the Ancient Wilds (9th): Summons a colossal primal guardian for 1 minute. Immune to charm/fear, acts on your initiative, has legendary resistances (3/day).   Primal Guardian of the Ancient Wilds (Stat Block) Huge beast, unaligned   Armor Class 18 (natural armor)Hit Points 210 (20d12 + 80)Speed 40 ft., burrow 20 ft.   STR 24 (+7)DEX 14 (+2)CON 18 (+4)INT 6 (-2)WIS 16 (+3)CHA 10 (+0)   Saving Throws Strength +11, Constitution +8, Wisdom +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Druidic but cannot speak Challenge 12 (8,400 XP)   Legendary Resistance (3/Day). If the guardian fails a saving throw, it can choose to succeed instead.   Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.   Trample. If the guardian moves at least 20 feet straight toward a creature and hits it with a Slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone and take an additional 3d10 bludgeoning damage.   Actions   Multiattack. The guardian makes two Slam attacks.   Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.   Roar of the Wild (Recharge 5–6). The guardian unleashes a terrifying roar. Each creature of the guardian’s choice within 60 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Legendary Actions   The guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The guardian regains spent legendary actions at the start of its turn.   Move. The guardian moves up to its speed without provoking opportunity attacks.   Slam. The guardian makes one Slam attack.   Vine Snare (Costs 2 Actions). Vines erupt from the ground in a 20-foot radius centered on a point the guardian can see within 60 feet. Each enemy in the area must succeed on a DC 16 Strength saving throw or be restrained for 1 minute. They may repeat the save at the end of their turns.

Comments

Please Login in order to comment!