Grove Guardian

Grove Guardians are flower knights, merging combat prowess with nature's magic to protect their allies and the land. Their abilities root enemies in place, turning the battlefield into a lush garden where nature aids their cause and disrupts their foes.


Grove Guardians are perfect for players who enjoy a blend of martial and nature-themed gameplay. Their unique ability to root targets provides tactical advantages, making them invaluable in controlling the flow of combat. Players will appreciate their balance of offense, defense, and battlefield manipulation.

Grove Guardian Features By Level

Photosynthetic Healing

At 1st level, You can heal for (PM)d4 + CON hit points at the start of your turn while in bright light. When you heal an ally you gain 1 additional healing die.


In addition, you can speak with plants and animals. Gain 1 level of proficiency in Taming checks and you have advantage on Taming checks to calm natural beasts.


The DM can neglect to voice plants and animals while still granting you information they may give you.

Floral Armor

At 3rd level, Your armor is reinforced with natural materials, giving you 1 level of resistance to bludgeoning, piercing, and slashing damage.


When a creature hits you with a melee attack roll they take

๏ปฟ1 + CON + (PM) Nature damage as the plants from your armor slash them in retaliation.

Entangling Strikes

At 7th level, (Recharge 3-6) As a bonus action, your attacks restrain your target on hit granting allies advantage on attack rolls against them.

Tree Stride

At 9th level, Use a bonus action, if you can touch a tree you can teleport between trees within 120 feet of each other. In addition, a 15 foot radius around you becomes difficult terrain for enemies and grants allies 10 movement speed.

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At 12th level, Placeholder

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At 14th level, Placeholder

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At 17th level, Placeholder

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At 19th level, Placeholder

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