Ranger - Green Knight

by KFblade

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Ranger Conclave

Green Knight

Many rangers prowl the wilderness, hunting beasts of the wild to protect civilization. A Green Knight is the antithesis to this role, taking up arms to defend the forces of nature from those that would harm them. Those who swear fealty to The Green stand vigil over the most ancient and sacred sites of the natural world.

Many Green Knights are druids who chose to focus on martial skills rather than pure spellcasting, but they still call upon druidic magics to aid them in battle against any that threaten the balance of nature. Unlike druids, Green Knights understand that metal is just as much a part of nature as wood or stone, and don heavy sets of armor to bolster their defenses.

Green Knight Features

Ranger Level Feature
3rd Gaia's Guardian, Binding Blows
7th Ironbark Sentinel
11th Lashing Vines
15th Primeval Warden

Green Knight Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Spells marked with a K are by KibblesTasty and are included at the end of this document.

Ranger Level Spells
3rd compelled duel
5th iron wind strikeK
9th aura of vitality
13th stoneskin
17th martial steel wind strikeK

Gaia's Guardian

At 3rd level, you gain proficiency with heavy armor and you can affix your druidic focus to a shield or wear it visibly to cast your ranger spells.

Additionally, you gain proficiency in the Nature skill, or another proficiency of your choice if you are already proficient, and you can communicate simple ideas to any Plant. It can understand your words, though you have no special ability to understand it in return.

Binding Blows

At 3rd level, the primal magic of the natural world empowers your attacks.

Once per turn, when you hit a creature with a melee weapon attack, you can cause thorny vines to lash out, dealing an extra 1d6 piercing damage, and the target must succeed on a Strength saving throw or be grappled by you. If the target succeeds on the save, the vines shrivel away.

While grappled by this ability, the target takes 1d6 piercing damage at the start of each of its turns. A creature grappled by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. When you reach 11th level in this class, the extra damage on the attack, and on the start of a grappled target's turns increases to 2d6.

Ironbark Infusion

Starting at 7th level, the nature magic begins to infuse your armor, coating it in resilient wooden plates. You gain a +1 bonus to Armor Class, and any critical hit against you becomes a normal hit.

Additionally, when standing still, you have advantage on Dexterity (Stealth) checks you make while obscured by plants.

Lashing Vines

At 11th level, magical leaves and vines begin to sprout from your armor which you can extend to manipulate the battlefield. Once per turn, when you take the attack action, you can cause one of your melee weapon attacks to have a reach of 30 feet. If the attack hits, and if the target is Large or smaller, choose one of the following options:

  • You can pull the creature up to 20 feet closer to you.

  • You can attempt to trip the target. It must make a Strength saving throw against your ranger spell save DC. On a failed save, you knock the target prone.

Alternatively, as a bonus action, you can extend your vines toward a willing creature or a hard surface such as a tree, wall or ceiling within 30 feet of you. You can choose to pull yourself to that creature or surface, or to pull the target creature to you. If this movement would cause you to be suspended off the ground, you immediately begin falling.

Primeval Warden

By 15th level, the magic infusing your armor begins to seep into your body, transforming you into an avatar of nature. You can cast guardian of nature once without using a spell slot, and you regain the ability to do so when you finish a long rest.

When you cast this spell in this way, you can choose both forms. The effects of this ability end if you cast this spell using a spell slot.

Additionally, if you spend at least 4 hours in direct sunlight, you are considered fully nourished and do not need to sleep for the rest of the day.

Green Knight quirks

The following are some optional quirks for a player of this Conclave to choose from.

d6 Quirk
1 Leaves and twigs sprout from your hair and between the grooves of your armor.
2 You abstain from eating any fruits or vegetables, eating only animal meat.
3 You smell faintly of earthy wood or sweet flowers.
4 You feel a twinge of anger or sadness when you see someone pick a flower to chop a tree.
5 Whenever you rest or stand in place for some time, thin roots begin to grow from your feet.
6 Spending time in direct sunlight brightens your mood and boosts your energy.

Appendix: Spells

Iron Wind Strike

2nd-level conjuration


  • Classes: Ranger
  • Casting Time: 1 action
  • Range: Self (15 ft.)
  • Components: V, S, M *- (a melee weapon you are proficient with worth at least 1 cp)
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon's damage type.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels. When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd.

Martial Steel Wind Strike

5th-level conjuration


  • Classes: Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self (30 ft.)
  • Components: V, S, M *- (a melee weapon you are proficient with worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 6d10 damage of the weapon's damage type.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Change Log

v0.2

  • Removed Ensnaring Strike spell from Binding Blows, reworked effect.
  • Renamed Ironbark Infusion
  • Removed extra damage from Lashing Vines, reworked effect, removed disarm effect.

v0.1

  • Initial draft
Credits & References:
  • Green Knight Conclave created by KFblade
  • Iron Wind Strike and Martial Steel Wind Strike created by KibblesTasty

Art

  • Brightspring Knight by Sam Kanios
  • Blanchwood Armor MtG Art from The Brothers' War by Manuel Castañón, © Wizards of the Coast LLC
  • Nature Spirit Knight by Mihai Radu
  • Elder by Eric Scott Pfeiffer

Background Image Stains


Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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