Forester (5e Subclass)

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Forester[edit]

Ranger Subclass

Foresters are the guardians of the forest. These warriors protect the environment, sacred sites and the wildlife that rest deep into the woods, usually working in tandem with druids, specially those from the circles of Land (Forest) and Moon. Whenever the civilization expands in a way that harm the natural cycle, the wrath of the forester is awaken.

Conclave Spells

Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Forester Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Forester
Ranger Level Spells
3rd entangle
5th locate animals or plants
9th speak with plants*
13th conjure woodland beings
17th commune with nature*

*If you choose the Primal Awareness optional feature, replace speak with plants with plant growth, and commune with nature with tree stride.

Tree Whisperer

Beginning at 3rd level when you choose this conclave, you learn how to speak, read and write in sylvan and druidic, and you can communicate with any sentient plant, despite not sharing a common language.

Additionally, you add your Wisdom modifier to your Charisma (Persuasion) checks on plant type creatures.

Natural Armaments

At 3rd level, you learn the shillelagh and the thorn whip cantrips. They are considered ranger spells for you, and don't count against your maximum number of spells known. In addition, you gain the following benefits when casting these spells:

  • You can cast shillelagh when you roll initiative, without using an action.
  • When you take the Attack action and make an attack with a weapon that lacks the heavy or two-handed property, you can cast thorn whip using a bonus action.
Forest Walker

Starting at 7th level, you gain Forest as a favored terrain if you didn't already have it. If you do, you can choose another option of favored terrain.

While you are in a forest, you can spend 10 minutes to find hiding spots for yourself and up to five willing creatures. You must have access to trees or bushes equal to the number of people being hidden, with a size equal to the creature's size or taller, as well as mud, or water, and all hiding spots must be within 30 foot radius of a point you choose. Once a creature is hidden in this way, it gains +5 to their Dexterity (Stealth) checks as long as the creature remains there without moving or taking actions. Once the creature moves or take an action or a reaction, it must be hidden again to gain this benefit.

If a creature hidden in this way hits a target with a weapon attack, they cause additional damage. The damage equals a number of d6s equal to half your Ranger level (rounded down).

Woodland Master

Beginning at 11th level, you can convoke the wild to fight by your side. You learn the conjure animals spell. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. Also, when you cast this spell, you can choose to summon plant creatures, instead of beasts. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Treant Warrior

When you reach the 15th level, you can use an action to temporarily use a tree you touch as a vessel for an ancient forest spirit, transforming that tree into a Treant. This treant is friendly to you and to your companions, and obey your commands. It rolls its own initiative and act on its own turn. The treant can't use the Animate Trees trait, and can't multiattack, unless you use your Action to allow it to do so, as a reaction.

The treant warrior lasts for 1 hour, or until you lose concentration (as if you were concentrating on a spell). While concentrating to keep the treant active, bark, vines and roots cover your body, constantly growing, giving you temporary hit points equal to your Wisdom modifier. You regain these temporary hit points at the start of each turn, as long as you keep concentration on the treant.

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