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# Conclave of the Greenwoods Perhaps the strangest of the ranger conclaves, the greenwoods have undergone a ritual to permanently transform themselves into a humanoid-plant hybrid. Mutating yourself to become more connected to the natural world around you is a step too far for many others, and this dedication to the wild places tends to make Greenwoods ostracised from normal society, a situation they are often perfectly content with. ## Greenwood Features Ranger Level | Feature :--|:-- **3rd** | Greenwood Magic, Hybrid Physiology, Piercing Thorns **7th** | Hardening Bark, Rooting **11th** | Limbing **15th** | Completed Transformation ## Greenwood Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Greenwood Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. **GREENWOOD SPELLS** Ranger Level | Spell :--|:-- **3rd** | Entangle **5th** | Enlarge/Reduce **9th** | Erupting Earth **13th** | Hallucinatory Terrain **17th** | Awaken
\columnbreak ## Hybrid Physiology When you join this conclave at 3rd level you begin the process of transforming into a humanoid plant. This transformation comes with a few natural benefits. You can cast *Speak with Plants* without spending a spell slot a number of times equal to your Wisdom modifier. You regain all uses of this ability on a short or long rest. You are naturally buoyant and float without effort in water, you can still drown, but must be actively held underwater. You are capable of drawing nourishment from sunlight. If you are exposed to an hour of full sunlight or 2 hours of partial/cloudy sunlight you are nourished as if you had eaten a full meal for that day. You can also draw in moisture through your feet, and ten minutes resting with your feet in water or very moist soil fulfils your daily water requirements. You may still eat and drink normally if you wish. ## Piercing Thorns At 3rd level, once during each of your turns you may deal an additional 1d6 piercing damage to one creature you hit with a melee weapon attack. ## Hardened Bark At 7th level you learn to stiffen your bark-like skin so that it grants a modicum of protection against attacks. During a long rest, if you can keep your feet buried in natural soil, so can harden your skin to gain one of the following alternate armour class calculations. This change lasts until you choose to change it again during another long rest. **Thin Bark AC** = 11 + your dexterity modifier + your proficiency bonus **Rough Bark AC** = 13 + your dexterity modifier (maximum of 2) + your proficiency bonus \pagebreak ## Rooting Also at 7th level, if you are able to bury your feet and lower legs in moist and nutrient rich soil and remain completely still during a short rest, you may consider any Hit Dice spent for healing during that rest to automatically roll their highest result. ## Limbing At 11th level, you gain the ability to grow an extra limb, or regrow lost limbs. The extra limb normally grows from the center of your chest, and functions as an ordinary arm. To attempt to grow an additional limb you must completely submerge yourself in a pile of leaves, branches, and earth, and enter a hibernative state for 8 hours. If you are prematurely roused during this period the limbing fails and you are drowsy and disoriented for 1 hour, having disadvantage on all attack rolls and ability checks. If the 8 hours passes undisturbed you emerge with your new limb. If you were replacing a lost or severed limb the replacement functions exactly as the original did. If you were growing an extra limb you have gained an additional arm, which can wield weapons, shields and other objects exactly as your other arms do. A greenwood ranger with 3 arms may attempt a special variation of the normal two weapon fighting rules. When you take the attack action and attack with a weapon with the Light property used in one hand, you may use a bonus action to attack twice, as long as each attack is made with a different light weapon held in a different hand, but without adding your ability modifer to damage for these attacks. Any fighting styles or feats that alter normal two weapon fighting affect this special variant in the same way (so the two weapon fighting Fighting style allows you to add your ability modifier to each additional attack, and the Dual Wielder feat removes the restriction of being Light from all of the weapons) ## Completed Transformation At 17th level you have completed the greenwood transformation. You gain the following additional abilities. You gain the plant type in addition to your original type and may choose to be unaffected by any effects that can not affect both plants and your original type. You gain the **Powerful Build** trait. This allows you to be considered one size category larger for the purposes of Grappling, and Shoving in combat, as well as when determining how much you can pull or carry. You gain an additional option for your hardened Bark ability – Ironbark – AC = 16 + your proficiency bonus. You gain Resistance to poison damage and advantage on any saving throws against poisons. >**Image Used** - Greenwood Ranger. *Complete Rangers Handbook* pg. 61 copyright Wizards of the Coast