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### Martial Archetype:
Grove Guardian Grove Guardians are intrinsically linked to the untamed energy of nature, gifted with the means to both create and protect its groves and forests. Some might have this gift as a result of being conceived in an enchanted forest during a full moon, while others were simply born under the blessing gaze of a tree spirit. Others again have received it as a reward for a deed that nature values highly, like saving the life of a unicorn, or stopping a forest fire. Whatever the reason, nature itself is at their beck and call, and when that link is combined with their martial prowess and talents, Grove Guardians become a force to be reckoned with, taking on the role of nature's champions. #### Bonus Proficiency When you choose this archetype at 3rd level, your connection to nature aids you in unseen ways. You gain proficiency in either the nature or Survival skill, and you learn Sylvan. #### Heart of the Grove Starting at 3rd level, you can use your action to create a grove circle centered on you with a 15-foot radius. The grove is stationary, counts as difficult terrain, and lasts for 1 minute, until you use this ability again, or are incapacitated. When you create this grove, you can designate any number of creatures to be unaffected by it. Some of your grove circle's features require your target to make a saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. As a bonus action, you can command your grove to create a long, vine-like whip that lashes out toward a creature or object you can see within 30 feet of the circle's center. The target must succeed on a Strength saving throw or be pulled up to 15 feet closer to the grove's center. You can create a grove circle this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. \columnbreak #### Thousand Eyes of the Forest At 7th level, your bond with nature gives you the benefits of an enhanced sense to discover and react to danger. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight, and you can't be surprised while conscious and outdoors. #### Orchard's Lure By 10th level, the control you wield in your grove is like that of a spider in its web. When a creature you can see attempts to leave the grove, you can use a reaction to make roots and vines entangle it. The creature must succeed on a Strength saving throw or have its speed become 0 until the start of its next turn. #### Nurturing Connection Starting at 15th level, the grove provides you with sustenance and vitality. As long as you are within your grove circle, you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns. These temporary hit points last until the grove disappears. #### Furious Flora By 18th level, your grove is a frightening place to enter for those not invited. As a bonus action, you can agitate your grove, causing it to lash out at creatures. The grove's roots and vines coil around all hostile creatures inside the circle. Each creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
> ##### Credits > * Created by redditor [groggen2](https://www.reddit.com/user/groggen2), with a lot of help from Jober7 and Egotyst. > * Thanks to the 'Discord of Many Things' for all the great help as usual. > * Art by [Lucas Graiano](http://www.lucasgraciano.com/) for WotC. > * This is version 1 (_15-09-2020_)