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Green Knight

Class

These wardens of nature wander across all the environs of the world, seeing the splendor of nature and spreading its veneration. A green knight is ever respectful of nature and the beasts of the wilderness, and though not unwilling to slay, they use the trials of the world as examples from which to teach others of the proper order of things as they go about preserving that order.


Tenets of the Green Knight

All green knights hold similar tenets, regardless of the deity they serve. 

  • Defend Nature. Protect and heal the lands you travel through.
  • Embody Strength. Be as mighty as a boulder and when needed stand firm like a rooted tree.
  • Ensure the Cycle. Do not suffer that which defies the natural flow of life and teach these ways to others.
  • Walk the World. Travel far and experience the beauty of nature beyond your territory.

Level 3Archetype School

Add the nature school of magic to your list of herald spells.


Level 3Channel Divinity

At 3rd level when you choose this archetype, you gain the following two Channel Divinity options. 

Blessing of Nature. You can use an action and touch a plant to be recognized by nature as one of its protectors for the next hour. For the duration, you gain advantage on Persuasion checks made to influence druids and beasts. Alternatively, you can end the blessing early to gain advantage on a Survival check made to find Supply or a Haven in the wilderness. 

Rely on Nature. When you fail a Nature or Survival check, you can use your reaction to succeed instead.


Level 3Empowered Bond

Also at 3rd level, you learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: awakened shrub , shrieker , sprite , or violet fungus .

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.


Level 7Nature’s Sanctuary

At 7th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant attacks you, it must make a Wisdom saving throw against your herald spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The beast or plant has advantage on this saving throw if it has a CR equal to or higher than your herald level. A creature is aware of this effect before it makes its attack against you.

In addition, you can’t be charmed or frightened by elementals or fey.


Level 15Armaments of Nature

Starting at 15th level, you are able to call upon the wilderness to supply you with armor and weaponry. You can use an action and expend one use of Channel Divinity to cover yourself in bark, rock, soil, and vines for 1 hour. 

For the duration, your Armor Class equals 10 + your proficiency bonus + your Dexterity modifier + your Charisma modifier, and when a creature starts its turn and is grappling you, it takes 2d6 piercing damage. 

In addition, you can use a bonus action to grow a melee weapon into your hands. You are proficient with the weapon and it deals 1d12 bludgeoning, piercing, or slashing damage (determined by the weapon’s shape). While wielding the weapon, your reach increases by 5 feet. The weapon cannot be disarmed, but it can be damaged (AC equal to your herald spell save DC and hit points equal to your herald level).


Level 15Timeless Body

Also at 15th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.


Level 20Nature’s Servant     

At 20th level, nature sustains you and mends your wounds. At the start of each of your turns while you are bloodied , you regain hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points.

In addition, while you are using Armaments of Nature the amount of hit points you regain doubles, you regain hit points even when you are not bloodied, and weapons formed using Armaments of Nature gain a +3 magical bonus to attack and damage.