{"name":"Grove Warden","overview":"Grove wardens make a pact with nature not unlike druids. But their connection stems from their sacred compact with their grove and their tree. They undergo a ritual that transforms a simple tree into a battle companion that fights alongside them against the forces of destructive expansion. Elder grove wardens are ferocious combatants that defend their sacred sites with unbridled fury. \r\n\r\nGrove wardens set out for adventure to defend the weak and to sow seeds of peace throughout the land. Grove wardens only prefer combat when absolutely necessary but are incredible combatants. They tend to yield towards unarmed combat utilizing primal savagery and their tree in ferocious frontline attacks. They develop characteristics from the creatures they surround themselves with and adapt to their abilities. How this is done is unknown to any outsider but it seems more of a magic mutation than natural happenstance.\r\n\r\nA grove warden focuses on dexterity, wisdom, and con as their main ability scores. They yield towards a simple life and have no need for luxuries but don't shun magic items.","hitdice":"d8","hitpointsfirstlevel":"8+Con Modifier","hitpointsathigherlevels":"1d8 or take average (5)","armorproficiencies":"Shield","weaponproficiences":"Simple Weapons","tools":"Herbalism Kit","savingthrows":"Wisdom and Strength","skills":"Skill Proficiencies: Two of the following: Acrobatics, Athletics, Animal Handling, Nature, Perception, Stealth, And Survival","equipment":"Any simple weapon or a Shortbow with 20 arrows\r\nDungeoneer's Pack or Explorer's Pack","spellcasting":"A grove warden uses their sacred ties with their grove to cast their limited magic. Grove wardens use their wisdom as their spellcasting ability. Spell Save DC= (8+prof bonus+ wisdom mod) \r\n\r\nGrove wardens are known to carry a branch from their sacred grove or a pouch of ashes from profane burnings but it is not needed for spellcasting. All grove wardens have a respect for nature but go about it in different ways and as such their spells can manifest as gnarled and tree-like or burnt from forest fires. If grove wardens of varying dispositions cast summon animals it may manifest wolves with moss along their back or scorch marks and blackened fur.","features":"[i]1st Level:[\/i]\r\n[b]Nature\u2019s Bounty[\/b]\r\nYou add your Dex + Wis when determining armor class while not wearing armor.\r\nYou gain +1 hp per level on top of your normal hit die.\r\n\r\n[b]Natural Explorer[\/b]\r\nYou are a master of navigating the natural world, and you react with swift and decisive action when attacked.\r\nThis grants you the following benefits while within a forest or plains.\r\n\u2022 You ignore difficult terrain.\r\n\u2022 You have advantage on initiative rolls.\r\n\u2022 On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\r\n\u2022 Difficult terrain doesn\u2019t slow your group\u2019s travel.\r\n\u2022 Your group can\u2019t become lost except by magical means.\r\n\u2022 Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n\u2022 If you are traveling alone, you can move stealthily at a normal pace.\r\n\u2022 When you forage, you find twice as much food as you normally would.\r\n\u2022 While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\n\r\n[i]2nd Level:[\/i]\r\n[b]Primal Knowledge[\/b]\r\nYou gain proficiency in the nature skill and if you already have the nature skill you gain expertise in the nature skill.\r\nYou can cast the spell speak with animals once per long rest.\r\nAt level 5 you can cast the spell speak with plants once per long rest\r\n\r\n[b]Spellcasting[\/b]\r\nYou gain druid cantrips as per the cantrip table above and you gain the ability to cast entangle once per long rest\r\nAt 6th Level this spell no longer requires concentration\r\n\r\n[i]3rd Level[\/i]\r\n[b]Ritual of Awakening[\/b]\r\n\r\nAs part of learning this ritual you acquire sylvan as a language.\r\nAfter several days of prayer and meditation, you have gained the service of an Awakened Tree (Modified) which will develop as you level. It\u2019s hit die is d8 its attack damage is 2d6.\r\n\r\nYour plant companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds it\u2019s proficiency bonus to its AC. It also becomes proficient with three saving throws of your choice.\r\n\r\nFor every level, after 3rd your awakened tree gains an additional hit die and increases its hit points accordingly. The hit die for the awakened tree is d8\r\nThe Awakened Tree\u2019s hit die increases to d10 at 10th Level and becomes huge (Attack Damage 3d6)\r\nThis Awakened Tree\u2019s hit die increases to d12 at 15th level and the Tree becomes Gargantuan\r\n(Attack Damage becomes 4d6)\r\nEvery time you gain an ability score improvement your awakened tree receives a +1 to an ability score and a trait from the following list.\r\n\r\nThe tree needs fertile ground to regain hit points and must spend 8 hours resting to regain hit points\r\n\r\nIf your tree dies you may repeat the ritual to regain your companion.\r\n\r\nIronbark\r\nYour awakened tree has developed an iron hardened bark from your natural bond.\r\nYour awakened tree gains resistance to fire in place of its vulnerability and +1 to it\u2019s AC\r\n\r\nNimble Limbs\r\nYour awakened tree has become more advanced in the ways of movement.\r\n+10 to it\u2019s speed and it gains proficiency in acrobatics.\r\n\r\nNeedle Spines\r\nYour Awakened tree has developed spiny ridges along it\u2019s bark it gains the ability to throw spines at creatures within 30 feet.. Make a ranged attack roll against the target\u2019s AC.\r\n2d6+Str (Increases with size 3d6 at huge 4d6 at gargantuan)\r\nThis feature benefits from wrath of the forest\r\n\r\nVine-like Tendrils\r\nYour awakened tree has developed vine-like tendrils that can choke out nearby creatures\r\nYour awakened tree gains proficiency in the athletics skill and can grapple creatures.. While a creature is grappled this way your tree cannot take actions and the creature grappled is restrained.\r\n\r\nAdvanced Ironbark\r\nYour Awakened tree has developed a bark almost as hard as mithral\r\nYour awakened tree gains resistance to slashing damage, necrotic, and one elemental damage type of your choice.\r\n\r\nAdvanced Nimble Limbs\r\nYour awakened tree has mastered the art of movement.\r\nYour awakened tree gains an additional +10 to movement speed and advantage on dexterity saving throws.\r\n\r\nAdvanced Needle Spines\r\nYour awakened tree has developed even sharper spines along its bark.\r\nThe ranged damage becomes 2d8+str (Increases with size 3d8 huge 4d8 Gargantuan)\r\nAlso any creature that attacks your awakened tree in combat with a melee weapon takes 3 piercing damage from the sharp bark\r\n\r\nAdvanced Vine-like Tendrils\r\nThe Awakened tree can now act normally while grappling allowing a minimum of one attack per turn and when moving the creature that is grappled moves with the tree. The tree gains expertise in athletics.\r\n\r\n\r\n\r\n\r\n[i]5th Level[\/i]\r\n[b]Blessing of the Fae[\/b]\r\nYour awakened tree can cast faerie fire once per short rest.\r\nAt 7th Level, your awakened tree may cast Spike Growth once per Long rest\r\nAt 9th Level, your awakened tree may cast Plant Growth once per Long rest.\r\nAt 12th Level, your awakened tree may cast Enlarge\/Reduce at will.\r\nThe spell save DC is your own\r\n\r\n[b]Extra Attack[\/b]\r\nYou gain an additional Extra Attack at 11th Level\r\n\r\n[b]Natural Gateway[\/b]\r\nYour connection to nature grants you the ability to cast druidic magic but it has limitations. You may use this feature once per long rest. This increases to twice per long rest at 11th level, and thrice per long rest at 15th level\r\nWhen you acquire this feature at 5th level you gain the ability to cast conjure animals.\r\nAt 7th Level, you gain the ability to cast conjure woodland beings and all spells gained through this feature can be cast at 4th Level.\r\nAt 9th Level, you gain the ability to cast conjure elementals and all spells gained through this feature can be cast at 5th level.\r\nAt 11th Level, you gain the ability to use this feature twice, cast conjure fey, and all spells gained through this feature can be cast at 6th level\r\nAt 13th Level, you gain the ability to cast all spells gained through this feature at 7th level\r\nAt 15th Level, you gain the ability to use this feature thrice per long rest, cast Animal Shapes, and all spells gained through this feature can be cast at 8th Level\r\nAt 17th Level, you gain the ability to cast Shapechange and all spells gained through this feature can be cast at 9th Level\r\n\r\n[i]6th Level[\/i]\r\n[b]Primal Savagery[\/b]\r\nYou gain proficiency with unarmed attacks as well as a 1d6 with unarmed strikes you make.\r\nYou develop claws similar to that of a panther or wolf. Your unarmed strikes deal slashing damage. Both unarmed strikes benefit from your dex or str mod.\r\nYou may attack with your off-hand as a bonus action.\r\nChoose one of the three beasts below you gain one of their traits.\r\n\r\nPanther\r\nYou gain the ability to pounce on a target knocking it prone if it fails a strength save(spell dc) you must move 20 feet before making this attack. You must hit with a savagery attack for this effect to take place.. If you knock it prone you can make an additional attack against it this turn.\r\n\r\nWolf\r\nYou and your Awakened tree get a +2 to attack and damage rolls while within 5 feet of an ally that isn\u2019t incapacitated.\r\n\r\nRhino\r\nYou gain resistance to one elemental damage type and one physical damage type.\r\n\r\n[i]9th Level[\/i]\r\n[b]Primal Savagery II[\/b]\r\nYour primal savagery damage die is now 1d8 your attacks are now considered magical.\r\n\r\nChoose one of the three beasts below you gain one of their traits\r\n\r\nMonkey\r\nYou gain a climb speed equal to your speed and can jump twice your normal capacity.\r\nCrocodile\r\nYou can hold your breath underwater indefinitely and gain a swim speed equal to your speed.\r\nHorse\r\nYou gain +10 to movement speed and can dash as a bonus action once per short rest.\r\n\r\n[i]10th Level[\/i]\r\n[b]Wrath of the Forest[\/b]\r\nYour awakened tree now adds 1 \u00bd your proficiency bonus to its attack rolls and gains multi-attack allowing it to attack twice in a turn.\r\n\r\n[i]12th Level[\/i]\r\n[b]Primal Savagery III[\/b]\r\nYour Primal Savagery die is now 1d10.\r\nChoose one of the three beasts below.\r\n\r\nMole\r\nTremorsense up to 30ft and a burrow speed of 10ft (not through solid rock)\r\n\r\nBoar\r\nWhen you charge 20ft or more in a straight line before attacking you roll twice as much primal savagery dies on that attack.. (1d10 becomes 2d10, 2d6 becomes 4d6 )\r\n\r\nArmadillo\r\nYou gain a +2 bonus to AC while not wearing armor.\r\n\r\n[i]14th Level[\/i]\r\n[b]Nature\u2019s Boon[\/b]\r\nYou become immune to poison, disease, and no longer age as long as your grove is intact.\r\n\r\n[i]15th level[\/i]\r\n[b]Primal Savagery IV[\/b]\r\nYour primal savagery attacks pierce through all resistances involving slashing damage.\r\nYour primal savagery die is now 1d12\r\nChoose one of the three beasts below you gain one of their traits.\r\n\r\nEagle\r\nYou gain a fly speed equal to your movement speed as massive eagle wings appear behind your shoulder blades\r\n\r\nFalcon\r\nYou gain the ability to see 5x the normal range of your race. You gain advantage on perception and investigation rolls involving sight. As well as proficiency in the skills listed if not already obtained.\r\n\r\nElephant\r\nYou count as one size category larger for determining lifting and carrying.\r\nYou also gain proficiency in constitution saving throws.\r\n\r\n[i]18th Level[\/i]\r\n[b]Primal Savagery V[\/b]\r\nYour primal savagery die is now 2d6.\r\nChoose one of the creatures below you gain one of their traits\r\n\r\nPoisonous Snake\r\nYou gain the ability to hide as a bonus action while within favored terrains, advantage on checks made to grapple opponents, as well as +1d4 poison damage on primal savagery dies.\r\n\r\nWinter Wolf\r\nYou gain resistance to cold damage and +1d4 cold damage on primal savagery dies.\r\n\r\nFire Beetle\r\nYou gain resistance to fire damage and +1d4 fire damage on primal savagery dies.\r\n\r\nRam\r\nYou gain resistance to bludgeoning damage and gain the slow fall monk feature.\r\n\r\nGiant Lizard\r\nYou gain the ability to walk on walls as part of your movement and +10 movement speed.\r\n+1d4 slashing damage on primal savagery dies.\r\n\r\nTurtle\r\nYou gain a swim speed equal to your movement speed +20.\r\n+1d4 force damage on primal savagery dies\r\n\r\n[i]20th Level[\/i]\r\n[b]Primal Sanctuary[\/b]\r\nYou can cast two druid spells of 3rd level or lower once per short rest\r\nYour dex and wisdom scores increase by 2 and the maximum of those scores increases to 22.\r\nWhile within uncivilized lands you gain a +2 bonus on attack rolls.\r\nIn addition, you may take one additional animal in each primal savagery category.","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"346404","isShared":"on"}