The Forest Spirit

Note

This class is intended to (but not limited to) be used with the Dryad race, which is included as an appendix.

Hit Points

Hit Dice: 1d8 per Nature Spirit Level

1d8 per Nature Spirit Level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Nature Spirit level after 1st

Proficiencies

Armor: Shields

Shields Weapons: None

None Tools: Poisoner's Kit, Herbalism kit

Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Animal Handling, History, Insight, Nature, Medicine, Perception, Survival

Equipment

You start with the following equipment:

(a) A Druidic / arcane focus (b) A Component pouch

(a) A Herbalism Kit or (b) An Explorers Pack

Spellcasting

Drawing on the divine essence of Nature itself, you can cast spells to shape that esence to your will. Forest Spirits may learn spells from the modified Druid spell list, which is detailed in the next section.





Wisdom is your spellcasting ability for your Forest Spirit spells, since your magic draws upon your devotion and attunement to nature.





You can use a druidic focus as a spellcasting focus for your Forest Spirit Spells.





You can cast a Forest Spirit spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Preparing and Casting Spells

The Forest Spirit table shows how many spell slots you can cast at each level. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.



Each day, you can prepare a number of spells from the Forest Spirit Spell list equal to your Wisdom modifier + your Forest Spirit level (minimum of one spell).



You can change your list of prepared spells when you finish a long rest.



The list of Forest Spirit spells is identical to the Druid spell list found in the core books after excluding fire based spells. You cannot cast any spell that uses or directly manipulates fire i.e. Produce Flame, Create Bonfire, Flame Blade, Flaming Sphere, Wall of Fire, Flame Arrows, Fire Storm.





Natural Entity

Being formed of vines and foliage has its benefits, but also obvious drawbacks.

You cannot cast spells that use or directly manipulate fire.

You are vulnerable to fire damage.

You have a natural resistance to poison damage.

When preparing spells that manipulate rock/stone, you can instead channel the power of the spell to interact with wood, effectively allowing you to meld into wood.

The cantrips Thorn Whip, Poison Spray and Primal Savagery are considered Natural Weapons, and benefit from Natures Fury.

At level 1, you learn the Druidcraft Cantrip, and the Ensnaring Strike spell. These spells don't count towards the number of spells known.

Savage Limbs

At 1st Level, your limbs become infused with organic material, starting to form claws on each hand. Your claws are Light, Finesse, and Natural Weapons.

Your limbs deal 1d4 slashing damage, and the Savage Limbs die increases at higher levels as shown in the Forest Spirit table.



At 6th Level, pulsating green veins appear along the length of your arms. When you deal poison damage to a target, you can choose for your target to make a CON save against your Spell Save DC or become poisoned for 1 minute. You can use this feature a number of times equal to your Wisdom Modifier, and uses of this feature reset after a long rest.



At 10th Level, you truly feel power flow through you. Your very touch seems to wither flesh. You can choose to inflict necrotic damage instead of the base damage type whenever you attack with your Natural Weapons. Your strikes are considered magical for overcoming resistances.



At 15th Level, you have a formidable command over the forces of nature. If you attack as a bonus action, you can add your ability modifier to the damage rolled. You can choose to inflict poison damage instead of the base damage whenever you attack with your Natural Weapons.

Nature's Fury

At 2nd Level, as a Bonus Action, you can choose to let nature take over. While unleashing the fury of nature, you add your Nature's Fury die in poison damage to your Natural Weapon attacks. During this state, you are immune to poison damage, and cannot become poisoned, and you can traverse rough terrain at normal speed, as long as the terrain is natural.

As a being naturally opposed to fire, flames will knock you out of your furious state. Make a CON save at the end of your turn if you have taken fire damage that round, or if you have been within 30ft of an open flame.

This state lasts for 1 minute, and you can enter it a number of times equal to half of the maximum value on your fury die. These reset after completing a long rest.