Green Knight
Some fighters find themselves intertwined with the powers of the fae, Green Knights have the unique ability to take of the fae and the power of nature and incorporate that into combat. They can eventually hone these skills to be in two places at once.
Green Knight Features
| Fighter Level | Feature |
|---|---|
| 3rd | Aspects of the Vale, Mantle of Posies |
| 7th | Rooted in Mortality |
| 10th | Stranger in Garlands |
| 15th | Viridescent Chapel |
| 18th | Stranger in Garlands |
Aspects of the Vale
Upon choosing this subclass at 3rd level you gain proficiency in Persuasion, and you learn one druid cantrip of your choice. Charisma is your Spellcasting Ability for it.
Mantle of Posies
Upon choosing this subclass at 3rd level. A fleeting visitation from an allied fae spirit that takes the form of a figure similar to yourself made from white, bell-shaped petals that protect you. As a bonus action you can cause the spirit to offer you aid. Until the start of your next turn attacks made against you have disadvantage. If you are damaged before the start of your next turn the petals are dispersed and the effect ends early.
Rooted in Mortality
At 7th level you connect yourself with the aspect of the renewing life of nature. You become proficient in death saving throws, and if the result of a death saving throw you make is 20 or higher, you regain 1 hitpoint.
Guile of the Fae
When you reach 10th level you have further increased your ties with the fae spirit that you are aligned with; While your Mantle of Posies feature is active and you make an attack you can teleport up to 10 feet to an unoccupied space you can see.
Additionally Once on each of your turns when you use a feature or spell that teleports you, you can call upon the fae spirit to manifest an illusory copy of yourself wrapped in flowers. This illusory copy allows you to make opportunity attacks and other similar attacks that require an action as if you were in the space where the illusion stands. This copy is obviously an illusion to any creature that perceives it.
Viridescent Chapel
Upon reaching 15th level You can sculpt the perfect Green Chapel, a chapel that encapsulates the perfect verdant green of mighty forests much like the lands of the fae. You can cast the druid grove spell. Charisma is your Spellcasting Ability for it. The year-long process required to make this spell permanent takes 3 months for you. Additionally the area can affect buildings.
Once you use this feature, you can’t use it again until you finish a long rest.
Stranger in Garlands
When you become 18th level you have mastered the techniques required to will your illusion to have a fully physical form, commanding it to act as you wherever it is needed. As an action you can will a physical copy of yourself into existence. It appears in a space within 5 feet of you in a burst of pine needles and white petals.
This copy is adorned with garlands wrapped around its chest like a sash, and it has a number of hitpoints equal to half of your total hitpoints. The copy lasts for 8 hours, until it is reduced to 0 hit points, or until it is dismissed as an action. Any magical equipment that you are wielding or wearing is mundane for the copy. Whenever the copy is within 5 feet of you or an ally, attacks made against both the copy and the other creature have disadvantage.
The clone shares its initiative with you, and has a copy of the weapons you had on you when you created it, which it can make two attacks with as an action. It's attacks count as magical for overcoming resistance and immunities. It has an attack bonus equal to your Charisma + your profiency bonus. On a hit it deals 2d8 + your Charisma modifier force damage. This copy's armor class is equal to your armor class. Your clone follows your commands, which you can communicate to it telepathically and see through its eyes (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
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