Become One with the Ancient Forest
You harness the power of the Elderwood trees, home to the souls of long-dead feyfolk, and share their primordial wisdom and might when called upon. What do you defend?
Level 3
Bark Bulwark.
Action: Increase your Armor by 2 until the end of the encounter. While active, you may spend an action to:
- Double your Armor and halve your Speed until the start of your next turn.
- Enhance your next melee attack with Elderwood Sap to Taunt the target until the end of their next turn.
One with the Forest.
You can cast spells from the Terramancy School and you have advantage on any skill check related to a forest or its history.
Level 7
Oak and Thorn.
While your Bark Bulwark is active:
- Oakenfist. Your second melee attack each turn is not considered a Rushed Attack.
- Gnarled Thorns. Your melee attacks deal an additional 1d6 Piercing damage.
Level 11
Deepwood Elder.
While your Bark Bulwark is active:
- Primeval Wrath. (1/turn) When you hit a creature with a melee attack, it must pass a STR save or be knocked Prone.
- Bramblebark. (1/turn) When a creature hits you with a melee attack, the attacker takes 1d8 Piercing damage.
- Rampant Growth. When you activate Bark Bulwark and at the start of each of your subsequent turns, gain KEY Temp HP.
Level 15
Ancient Protector.
While your Bark Bulwark is active:
- Old Growth. If there is space, your size increases to Large and your reach increases by 5 feet.
- Mighty Trunk. Damage from the first attack against you each round is halved.
- Vengeance of the Elders. When a creature struck by Elderwood Sap makes an attack roll within your Reach, you can take a Reaction to make a melee attack against that creature.