March 12, 2018

Grove Knight

Martial Archetype
Comments from the Palm: This is the first of a batch of variant eldritch knights we've written to adapt the basic gish with the flavors of other base spellcasters. 

Grove Knight

While seemingly similar to rangers, the grove knights are far less concerned with foraging and trailblazing and much more interested in protecting the woods at all costs. Often found taking down clearcutters, poachers, and  those who destroy natural wilderness with casual disregard, grove knights are never to be taken lightly.

Grove Knight Spellcasting
Fighter
Level 
Cantrips
Known 
1st 2nd 3rd 4th 
3rd
2
2
-
-
-
4th
2
3
-
-
-
5th
2
3
-
-
-
6th
2
3
-
-
-
7th
2
4
2
-
-
8th
2
4
2
-
-
9th
2
4
2
-
-
10th
3
4
3
-
-
11th
3
4
3
-
-
12th
3
4
3
-
-
13th
3
4
3
2
-
14th
3
4
3
2
-
15th
3
4
3
2
-
16th
3
4
3
3
-
17th
3
4
3
3
-
18th
3
4
3
3
-
19th
3
4
3
3
1
20th
3
4
3
3
1

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
     Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
     Preparing and Casting Spells. The Grove Knight spellcasting table shows how many spell slots you have to cast your spells. To cast one of your grove knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
     You prepare the list of grove knight spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
     You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
     Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you prepare them through prayer and meditation. 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

Nature’s Force
At 3rd level, you learn the shillelagh cantrip, which does not count against your number of grove knight cantrips known. You can target any weapon you wield with the spell, and the spells duration is increased to 24 hours. If the weapon you target with shillelagh has a damage die that is 1d8 or larger, its damage die does not change.

Wild Slash
At 7th level, you gain the ability to grow a natural weapon and attack with it at a moment’s notice. When you use your action to take the Attack action or to cast a cantrip, you can make an additional unarmed strike at a creature within reach as a bonus action. This unarmed strike deals 1d6 bludgeoning, piercing, or slashing damage (your choice) and is treated as magical for the purposes of  overcoming resistance and immunity to non-magical attacks and damage.

Natural Resilience
Starting at 10th level, you can use a bonus action on your turn to regain a number of hit points equal to 5 + your Wisdom modifier. You cannot use this ability if you have more than half your maximum hit points remaining, or if you are unconscious.

Nature Walk
Starting at 15th level, you gain a climb speed and a swim speed equal to your movement speed. Additionally, you can breathe underwater, and your movement is unaffected by difficult terrain.

Frenzy Slash
At 18th level, when you use your Wild Slash ability, you can make two unarmed strikes instead of one.


Changelog: 3/14/17: Table: No spells known column

36 comments:

  1. This is a pretty cool archetype. Question though. Can I use Wild Slash when I don't have a hand available (like when I am wielding a Greatsword)? This would be similar to a Monk making unarmed strikes with Martial Arts or Flurry of Blows when they are wielding a Quarterstaff. Right?

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    Replies
    1. Sure. Horns on the head, spikes on the elbows or knees, or claws on the feat are acceptable.

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    2. Or, ya know, letting go with one hand and THEN punching.
      *room fills with loud gasping as I drop the mic, causing that annoying feedback noise*

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  2. For a split second i thought this was "Groove Knight" and was excited for a bardic disco fighter. Not disappointed though

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    1. I am definitely going to write a Disco Bandit subclass now (it'll be a rogue, I'm thinking). I can't believe I didn't think of that before!

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  3. This class would be amazing at whipfighting with Shillelagh.

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  4. This is beautiful, and I like how the nature's force encourages more agile and quick weapons.

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  5. Love your stuff, but noticed an error this time. You list a number of spells known, but also note:

    "You prepare the list of grove knight spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots."

    One of these is redundant unless I'm missing something. Ty for then awesome material though! :D

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    Replies
    1. I'm not sure I'm seeing whwre the redundancy is. In any case, if you look at the druid spellcasting section, this is almost word for word what is said

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    2. They mean the spells known column in the table. Since you prepare a number of spells dependent on Wis modifier, that column is redundant.

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    3. I think that's because the Eldritch Knight used spells known and the Druid (and Wizard) used spells prepared, but the Eldritch Knight table wasn't changed to account for that.

      I think it might work better with the same rules as the Eldritch Knight, going off spells known and with limitations on the schools of magic to choose from.

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    4. Yup Nails and DR McLeod already clarified for me. Sorry for the late response.

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  6. I get how natural resilience is like the champion's survivor, but fighters already have a way to heal with a bonus action. And also, this fighter actually has something else to do with a bonus action each turn.
    May I suggest something on the lines of "you can automatically stabilize creatures, and when you do so they gain (your lvl+wis mod) hp"?

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  7. Hmm...that makes sense. Maybe I can make that play more off of Second Wind.

    The intent is for this fighter to have a sort of low-level regeneration feature, so it should stay more to helping just himself.

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    Replies
    1. I respectfully dissagree with Idan bhk, though their idea is not without merit, I think the ability, as is, is perfect. You are a fighter, front lines of Nature. Your not a field medic. No other ability is anything but combat related and nothing that aids an ally, so having a level 10 revive would be kinda weird flavor wise.

      And that healing is for a maximum of thirty HP at level twenty. A baseline healing, not too strong and not till after half health at level 10, anything thats getting you down quick enough will be able to override that healing, and anything too weak shouldn't be able to get you down that low in the first place.

      That said it is appropriate flavor wise with this KIND of warrior, but id say if it was described and flavored as more of a Mountie or Forest Ranger kind of character, whose idea is to protect nature from people AND people from nature.

      BTW Love this, keep up the great work as usual

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    2. I refer to Second Wind in the start of the second paragraph, and the Class ability in question during the rest. Sorry!

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    3. I agree, I think I prefer it just the way it is.

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    4. Charles: I agree that Second Wind is not much of a healing ability, but that was my secondary point. Healing or regenerating are fine- It's the bonus action I'm iffy about. It's not that much of a big deal, though, and the ability is fine as it is.

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    5. A suggestion: Just make it 1+Constitution modifier (minimum 1) hp at the start of your turn as long as you have at least 1 hit point. This ability only functions when you are at or below half your hit point maximum.

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    6. Alternate suggestion. Make it similar to a boar’s Relentless(is that the name?) feature. Mechanics: When you would be reduced to 0 hit points, you may make a Constitution saving throw against a DC equal to half the triggering damage or 10, whichever is higher. If that’s too strong, give it limited uses. Maybe once per short rest, or have it impose something like the poisoned condition or exhaustion after the first use.

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  8. The paragraph on spell casting mentions prepared spells but you still have in the table that they work off spells known.

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    Replies
    1. It is based on the druid, so you can only prepare a number of spells equal to your wis+ 1/2 level. A Druid knows all of their spells as soon as they have the Spell slots for it, you, as a Hybrid class, have a limited number of spells known AND you can only prepare X number of spells.

      Correct me if Im wrong, but I think im reading it right.

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    2. The problem is, if you're doing some kind of Wisdom build, you could potentially prepare more spells than you have spells known. Even if your Wisdom wasn't at 20 by the time you get this subclass, all it needs to be is at least 16 for you to be able to prepare at least 4 spells, and you know only 3 upon subclass pickup.

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    3. This is an error. The Grove Knight should not have a "spells known" list.

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  9. Well, damn.
    I'd been wracking my brain on how I could get a Cleric with Heavy Armor (and preferably Potent Spellcasting) to use Primal Savagery every turn as their main 'weapon'..
    I come to see what you wonderful digits have cooked up lately..
    And I find a Fighter archetype that pretty much delivers what I want. Except no healing, but the main idea was a guy in Heavy Armor using 'claws' to deal their damage each turn.

    I might play this some day, and I look forward to seeing the rest of you guys' Eldritch Knight variants!

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  10. A fun eldritch knight variant impossible.it looks fun ill want to try it.

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  11. Question: Do the unarmed strikes from Wild Slash add your ability modifier to the damage roll? If not, I recommend you specify that.

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    Replies
    1. They do -- that's true of any melee weapon attack by default.

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    2. Just double checking. You know what’d be awesome? Armbands or hand wraps that have your unarmed strike a magical enhancement bonus. Maybe also add that bonus to grapple checks. That would be pretty cool.

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  12. Not to sound rude, but you guys are bad at balancing bonus actions and bonus action economy, huh?

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    Replies
    1. Weird thing people never consider: if you only have one at-will feature with a bonus action, it's not an /economy./ You need at least two features that compete for that slot, or you can just use the bonus action ability every turn, which basically makes it a passive. This class incorporates that logic in its design -- I don't think it's unbalanced at all.

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  13. I want to complain that this version doesn't have a number of spells known, but I think I'm going to have to actually aim that complaint at rangers... Like, seriously, PALADINS get to pick spells whenever, but RANGERS have to pick a few and stick with them? What happened, Wizards?

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  14. The Wild Slash ability. Is it a STR based attack?

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  15. I love absolutely everything about that character art except maybe the lack of a real helmet. Where did you find it?

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  16. I totally misread this ones name as Groove Knight and my mind immediately had the Emperor shouting "OH! YOU THREW OFF MY GROOVE!" XD

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