Arboreal Warrior
Hit Points
Hit Dice: d8 per Arboreal Warrior level
Hit Points at first Level: 8 + Costituton Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiences
Armor: Light Armor
Weapons: wooden weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Chooses Two: Medicine, Nature, Perception, Survival, Insight, Animal Handling, Athletics, Acrobatics.
Overview & Creation
Behind a faraway mountain range, in a secret valley, the Sacred Forest spread endlessly across the land.
In the mid of it, standing above all the others plants by hundreds of meters, the Sacred Tree seems to watch over all the pants in the continent, and in fact, it does.
Long ago, the Sacred tree granted his powers to three heroes that traveled to the very end of the world to help them in their quest. In exchange, after their glorious return, they remained in what will later become the Sacred Forest. Their names were Orund, the Knight, Edhas, the traveler, and Arath, the rogue. When they first met, the Sacred Tree granted to each one of them different powers by making them drink his lymph. When they returned, they brought their followers with them, and the Sacred Tree bestowed each of the followers with the power of the hero they pledged their loyalty to. It then created the Wooden Palace for them to live in, and named Orund the Lord of Thorns, Edhas the Lord of Growth, and Arath the Lord of Underwood.
When the three heroes died of natural death, on each one of their graves an enormous tree rapidly grew, and whoever drinks the lymph of one of the trees, gains the power of the Lord that is still buried under the roots.
Qick build
You can make an arboreal warrior by following these suggestions: first, Constitution should be your highest stat, followed by dexterity, second, choose the far traveler background, if you were sent to the "outside world", then you traveled quite a lot.
Class Features
Lords lymph
To become an arboreal warrior, you have drank the lymph of one of the Lords. The lord's power is still dormant inside of you, and will manifest itself when you will be deemed ready by the Lord's Tree, only then you will be considered an official member of the Lord's Order.
Bark Skin
Once per long rest you can use a bonus action to call forth some of the effects of the lymph of the sacred tree to enhance your skin's natural resistance. For 1 minute, when you are hit from a nonmagical attack, subtract your constitution modifier from the total damage.
Shape nature
Your bond with nature allows you to shape any wooden plant in the form of a simple weapon, shield or 10 ammunitions at will.
If there are no plants avaible, you can use a seed to grow a 5 foots tall one in 1 minute.
You can use this feature a number of times equal to 1+your constitution modifier per long rest.
The weapons created deals a 1d6+DEX modifier bludgeoning damage and have a +1 bonus on the attack rolls. Since you shaped the weapon specifically for your hands, they are considered finesse weapons and you have proficiency for them, you can use your DEX modifier to make an attack roll with a weapon created with this ability. However, for the same reason, other people can't benefit from the finesse and proficencyes traits on equipment made with this feature.
Order Branch
At 3rd Level, you are considered ready to become an official member of the Lord's Order. You have now acces the the Lord's powers
Each Brach grants features at 3rd level and again at 6th, 10th, 15th and 18th level.
You can now use the ability Bark Skin ability twice per long rest
Ability Score Improvement
When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra attack
Beginning at level 5, you can attack twice, instead of once, whenever you take the attack action on your turn
Improved Shape Nature
At level 5, you have gained a better control over vegetation, with your Shape Nature ability you can now create two simple weapon, a simple weapon and a shield, or 20 ammunition of your choice with a single use, and you now know the shillelag cantrip.
Your link with the sacred tree grow stronger, and so your bark skin ability let you subtract your constitution modifier from all the damage received.
Nature Aid
When you reach level 7, nature itself will aid you in your worst moments :
When you fall unconscious, grass and plants will cover you as protection from harm : enemies who want to attack you with a ranged attack have disadvantage on the roll, and you have advantage on the last death saving trow.
Ability score improvement
When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Thick Bark
At level 11 your bark skin ability can be used three times per long rest and the damage reduction is double your constitution modifier.
Martial Shaping
Shape Nature now allows you to create martial weapons, light weapons deals 1d6 slashing or bludgeoning damage, one handed weapons deals 1d10 and two handed weapons deals 2d6
Ability score improvement
When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Adaptive Shape
At level 14 you have learned to modify an already existing weapon with your Shape Nature ability; you can now expend one use of your ability to adapt the weapon in your hand for your personal use. The weapon mantain it's properties but is also considered a weapon made with Shape Nature. It's damage remains the one of the original weapon, mantain the previous abilities if it had any, and the damage is considered magical damage, for the purpouse of overcoming resistance to nonmagical damage.
Ability score improvement
When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
One with Nature
at level 17, every long rest you can cast 1 time "wrath of nature" or "Guardian of nature" (only the Great Three form).
You can also use the Bark skin ability 4 times per long rest, and they protect 3 times your constitution modifier.
Ability score improvement
When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Nature Master
When you reach level 20, the Sacred Three has recognized you on par with the original Lords, and granted you it's power.
You are now able to make plants grow wherever you are in a 20 foot radius, and they will try to help you : after an enemy makes a melee attack against you, he must succed in a dexterity saving trow against yours or have his speed reduced to 0 until his next turn.
Nature Aid will now make it impossible to attack you with ranged attack when you are unconscious, and melee attacks will have disadvantages.
You gain advantage in all your death saving throw, and the first time per long rest that you manage to stabilize yourself you regain 1+CON modifier hp.
Starting Equipment
you start with the following equipment in addition to the equipment granted from your background
(a)A club and a Long Bow or (b)a quarterstaff And a Short Bow
25 Arrow
Leather Armor
(a)Explorer's Kit (b)Herbalist's Kit
10 seeds
Alternatively, you may start with 2d4 x 10 gp
Spellcasting
From your training and your bond with nature you are granted the ability to cast a natural cantrip.
chooses one from the list below:
-Thorn Whip
-Resistance
-Dancing light
Your spellcasting ability for these cantrips is constitution.
Subclass Options
Lords of Thorns
The Lord of Thorns usually serves as the royal guards of the Sacred Three, but some of them are chosen and sent outside of the sacred forest.
Orund the Knight was the former royal guard of a fallen kingdom, and always lived by the knight's code. The duty of the Lord of Thorns sent in the outside world is to protect the place they are sent to from every force they consider a threat to the land itself or the people that inhabit it.
They are able to cover themselves in a special armor made of thorny vines to serve as unbeatable guardians of the Sacred Three
Thorn Armor
When you are recognized as one of the Thorn Lords, you gain the ability to cover yourself in thorny vines with a bonus action, that grants you a +3 AC bonus, when you use this feature your armor count as medium and you have the proficency for this armor.
When you recive a phisical attack, the attacker recive 2 points of damage from the thorns covering your armor
You can use this ability 1+CON modifier times until your next long rest.
If you are using weapons made with Shape Nature, they can also be covered by your armor : a shield grant an additional +1 to AC and a melee weapon gains a +2 bonus to damage rolls.
You can now create a warhammer or a longsword with Shape Nature, and they deal the same amount of damage as regular's one, unless you cover them in thorns.
Thorn Spike
As a bonus action, by expending one use of your Shape Nature ability you can create from your body and fire a 10 inches Thorn against an enemy, dealing 1d10+DEX piercing damage. The thorn has a range of 60 feets.
Alternatively, you can use it to cast the Hail of Thorns spell when you make a ranged attack.
Exploding Armor
At level 6 your thorns deal 5 hp of damage to melee attackers, and you gain the ability to fire off all the thorns covering your armor, every creature in a 15 foot radius must make a 15 dexterity saving trow if he is engaged to you or 12 if he is in range or suffer 2d6 piercing damage and 1d6 bludgeoning damage, or half as much on a succesfull save. If you are grappling an enemy when you use this feature, he rolls with disadvantage and take double damage on a failed save and normal damage on a succesfull one.
If you use this ability you still have the AC bonus granted by the Thorn Armor, but it doesn't deal damage to attackers anymore until you expend another use of Thorn Armor.
Magical Thorns
When you reach 10th level, the damage dealt by your thorns is considered magical, for the purpose of overcoming resistance from nonmagical Attacks, a weapon covered in your armor is considered magical as well. Also, you can give various properties to yours Thorn Spikes, you can choose from the following :
-Explosive Thorn : on a hit, the spike deals an additional d10 of fire damage
-Life Steal Thorn : on a hit, you ragain hit point equal to half the damage dealt with the spike
-Piercing Thorn : on a hit, the spike dig deep inside the target, who has to use an action to remove it or suffer every turn an additional d8 of damage.
-Tracking Thorn : a magical force guide your spike, you have advantage on this attack roll
Thick Armor
At level 15, your AC bonus granted by the Thorn Armor is +5, and the damage to attackers is 8 hit points; also, Exploding Armor deals an additional d6 of bludgeoning damage.
Master of Thorns
When you reach level 18 your powers are almost the same as Orund in his prime. The damage of yours Thorn Spikes is 2d8+DEX piercing damage and you can fire them whithout expending a Shape Nature use, but you have to do so as an action. You can still expend une use of the ability to fire a spike as a bonus action, and that spike has 2 abilities of the list above.
Once per long rest, you can use the "wall of thorn" spell by expendings 3 uses of Shape Nature.
Lords of Growth
The order of the Lords of Growth is tasked with the duty to repair and expand the Sacred Forest, but some of them are sent in the outside world in search of barren lands to turn into fertile soil.
To do so, they use the power that was granted them by the Sacred Three to enhance seeds with their magic. However, since the most barrens places are often the most dangerous, their power is not limited to make seeds grow faster.
Edhas the Traveler spent most of her life exploring the vast world, and she was the one to first discover the Sacred Tree.
Magical Seeds
When you join the Order of the Lords of Growth, you learn how to enhance plant's seeds with the power granted by the linph of the Sacred Three. You can now create blowguns and slings using your Shape Nature ability, and seeds can be created as ammunitions. You now gain a number of Seed points equal to your arboreal warrior level + you constitution modifier, and they are replenished at the end of every long rest. every short or long rest you can use a Seed point to give a vast number of properties to one or more normal seeds until the end of the next long rest, see the list down below. More seeds will be unloacked at higher level.
For every Seeds point used, you can create one of the following options, but you can't spend more than 3 pints for the same options in a single rest:
- 8 enhanced seeds: an enhanced seed will deal 1d8 piercing or bludgeoning (your choice) damage to enemies if it was fired by a sling or a blowgun, or half as much if thrown. If it lands on enough soil, it will make a tree grow in 1d4 days. More than one seed can be thrown at the same time, but the range and accuracy drop accordingly: if you throw more than one seed subtract from every attack roll a number equal to 2Xnumber of seeds. The damage increase to 1d10 at level 5, 2d8 at level 11 and 2d10 at level 17
- 5 exploding seeds: an exploding seed will deal 2d6 fire damage if fired by a sling or a blowgun, or half as much if thrown. More than one seed can be thrown at the same time, but the range and accuracy drop accordingly: if you throw more than one seed subtract from every attack roll a number equal to 2Xnumber of seeds. the damage increase to 3d6 at level 5, 4d6 at level 11 and 5d6 at level 17.
- 1 healing seed: an healing seed will restore 1d4+ constitution modifier if eaten, if the target is unconscious, it can be forced to eat it by another creature. these seeds are pretty big and must be eaten whole to have effects, so only one can be eaten by a single creature in one action. The hp restored increases to 1d6 at level 5, 2d6 at level 11 and 3d6 at level 17
- 2 wall seeds: thick vegetation will grow in a 6 feet tall, 4 feet wide protective wall. The wall can be used as cover and has 20 hp, but it's vulnerable to fire and necrotic damage. The wall's hp increase to 30 at level 11 and 50 at level 17
- 1 seed trap: cover this seed in soil and the next creature that find itself in a 5 feet radius from it after the seed has been planted for at least 1 minute, must pass a 12 dexterity saving trow or be bound by vines, and it makes the first with disadvantage. The creature can repeat the save at the beginning of his every turn, on a succesful saves, it is free.
- 2 armor seeds: eat it to gain a +1 bonus to your AC until the end of your next long rest. this bonus can't be duobled by eating another one of these seeds. The AC bonus becomes +2 at level 8 and +3 at level 15.
- 2 attack seeds: eat it to gain a +1 bonus to your attack and damage rolls until the end of your next long rest. this bonus can't be duobled by eating another one of these seeds. The bonus becomes +2 at level 8 and +3 at level 15.
- 3 earth seeds: put one of these seeds anywhere on the ground and it will mold a 5 feets cube of earth, you can excavate it, move it or deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You can also cause the ground to become difficult terrain if it was normal terrain or make difficult terrain become normal terrain.
- 1 stabbing seed: cover this seed in a bit of soil and after at least 1 minute from when you planted it, when a creature comes as close as 5 feet or less from it, roll 3 attacks, as 3 vines will try to stab the enemy. each vine has a +5 attack modifier and if the creature is surprised you have advantage on this attack roll, a vine deals 1d6 piercing damage. The vines becomes 5 at level 5, and at level 11 the each deal 1d8 of damage.
- 3 shockwave seeds: hit an enemy with this seed to push him 5 feets back, and he must make a 15 DEX saving trow or fall prone. If the target's size is large, the seed can't push him back, but he must make the save, if the target is bigger than large, the seed has no effect.
- 3 poisoning seeds: an enemy hit with this seed takes 1d8 piercing damage, and at the beginning of his turn he must make a 15 constitution saving trow or take 1d8 poison damage, he can repeat the save at the beginning of every one of his turns. The poison damage increase to 1d10 at level 5, 2d8 at level 11, and 2d10 at level 17.
- 2 decaying seeds: make a ranged attack using this seed as ammunition: on a hit, the target takes 2d8 necrotic damage, as the seed start to rot together with the target. The damage becomes 2d10 at level 5, 3d8 at level 11, and 4d10 at level 17.
Growing seeds
At level 6 some of your seeds have become more powerful: you can create 2 stabbing seeds, trap seeds and healing seeds with only 1 point each.
You can also choose 3 options of the level 3 seeds list and make them without expending any points; you can change them everytime you gain a level in this class.
You also learn how to make new seeds with 1 seed point:
- 1 Puppet seed: put one of these seeds in the mouth of a corpse of a medium or smaller creature to let the roots animate it like a puppet that can follow very basics orders that you give. The puppet is considered a plant, not an undead, and has 10 hp, the same modifiers of the corpse with a -5 penality in all of them (minimum of 1), it cannot casts spells or use abilities of the corpse, it cannot multiattack and has a walking speed of 15 feet. At level 11 the puppet has 20 hp and a -3 modifiers to all his stats.
- 1 carnivorous trap seed: cover this seed in a bit of soil and after at least 1 minute, when a creature get as close as 8 feet or less from the seed, a carnivorous plant makes a surprise attack against it, The plant has 10 hp, 10 AC and a +8 attack bonus, and deals 2d8 piercing damage. At level 11 the plant has 20 hp, 14 AC and deals 3d8 piercing damage.
- 1 expanding seed: an enemy hit with this seed takes 1d6 piercing damage, at the beginning of his next turn, he takes an additional 1d8+1 piercing damage, as the seed start growing inside his body. Now the enemy can use his action to remove the seed from his body, if he doesn't, he will take 1d10+2 piercing damage at the beginning of his next turn, 1d12+3 on the next one and then 1d20+4, after wich the seed stop growing. At level 11 the number of dices every turn is doubled.
Growing with the forest
At level 10, if there are plants around you when you take a short rest, you regain 3 seeds points, an additional hit dice for your short rest, and 1 use of shape nature. You can also expend 1 use of Shape Nature as if it was a Seed Point to enhance seeds.
You can now create longbows and even crossbows with shape nature, and turn 4 enhanced seeds into an enhanced wooden arrow, an enemy hit with this arrow takes 4d8 piercing damage
Unstoppable Growt
When you reach level 15, your power over seeds is incredibly strong, the limit number of points used for the same type of seeds is now 6, and every short rest you can change the power given to a seed with another from the list without expending any points. You cannot, however, do so with options that enhanced a different number of seeds.
You also learn how to make new seeds:
- Red Apple Tree : Using 3 Seed points you can create a seed that when planted grow into a 6 feet tall apple tree in 1 minute, the growt can be reduced to 6 seconds by using another seed point, and you can do so as a bonus action after you planted it. The tree start producing 2d4 red apples every 3 turns, at an height that can be reached without problems; if taken from the tree, the apples will explode after a direct impact or 30 seconds, dealing 3d8 fire damage in a 5 feet radius. The tree can't have more than 5 apples on his branches. If, for some reason, a creature bytes one of the apples, the damage is critical.
- Green Apple Tree : Using 3 Seed points you can create a seed that when planted grow into a 6 feet tall apple tree in 1 minute, the growt can be reduced to 6 seconds by using another seed point, and you can do so as a bonus action after you planted it. The tree start producing 1d4 small green apples every 2 turns, at an height that can be reached without problems. When taken from the tree, these apples can be eaten to restore 1d10 HP, but they lose their power after 30 seconds from when they were taken.
Master of Growth
At level 18 your abilities are almost the same as Edhas when she was alive. You can cast the Plant Growth spell twice every long rest, seeds that required 1 minute to activate now do so in a single action, you can now produce 10 Enhanced seeds with a single Seed point, and they will grow in a 15 feets tall tree in 1d4 turns if they land on soil. Also, every Seed Point Produces double the listed amount of seeds.
Lords of Underwood
To protect what is Sacred, someone has to do the dirty work, that's the duty of the order of Underwood. Their members specialize in high attack power and the use of powerful toxins to eradicate every form of threat for the Sacred Forest. This is not only limited to intruders, but to everyone who may cause harm to the Forest in the future. For this reason, some of the members are sent in the outside world to observe other countries and keep an eye on suspicious activities.
Corrosive Lymph
When you join the order of the Lords of Underwood, you learn how to use your Shape Nature ability to create a set of wooden claws on each of your hands that deals 1d4+DEX slashing damage each.
You also learn how to use your abilities to sacrifice defence for an higher attack power: you can give to the lymph in your veins the properties of a powerful acid or a deadly venom : when you do so, you lose an amount of hp equal to your arboreal warrior level, but for 1 minute, your weapon now deals additional damage equal to half of your arboreal warrior level (rounded up) on each strike
Lords of Underwood are also trained as spies and assassins, if you are surrounded by vegetation, add your proficiencis to your stealth and acrobatics checks, if you already had proficiencies, double it.
Parasite Weapon
At level 6 you have learned better hunting tactics: your claws deals 1d6 each, and if you are using a Shape Nature weapon and hit an enemy, as a bonus action you can attach it to your enemy, by making roots sprurt from the weapon, and create a new one with Shape Nature. An enemy with this weapon attached suffer 1d4 piercing damage at the beginning of his next 3 turns, unless he uses an action to try to remove it by passing a 15 STR check. by touching it directly, you can take it off without any check, and when you do so, you regain a number of hp equal to the damage dealt to the enemy with this ability.
Wooden javelin
When you reach level 10 you learn to create better hunting weapon with Shape Nature: your claws now deals 1d8 each, and you can now create a special 2 feet long wooden javelin (range 30/120 feet) that on a hit deals 2d10 piercing damage to the target, and will try to pin him down: roots start to grow from it, in search of a ground to anchor themselves. The enemy must make a 15 strenght saving trow or be restrained, if the creature's size is large, it rolls with advantage, anf if it is even bigger, it is immune