Sylvan Knight

The Sylvan Knight combines martial mastery common to all fighters with the reverence of nature that grants a druid their spells. Sylvan Knights use magical techniques similar to those practiced by woodland druids. They focus their magic on two of the eight schools of magic: Conjuration and Transmuation. These knights learn a comparatively small number of spells, committing them to memory rather than knowing all of their spells through meditation and prayer.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Sylvan Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle useing either slot.

Spells Known of 1st-Level or Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation and conjuration spells on the druid spell list.

The Spells Known column of the Sylvan Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell gained at 8th, 14th, or 20th level.

Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since you learn your spells through devotion and attunement to nature.

You use your Wisdom whenever a spell refers to your spellcasting ability. In adedition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your wisdom modifier.

Spell attack modifier = your proficiency bonus + your wisdom modifier.

Sylvan Knight Spellcasting

Fighter

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 3rd 2 3 2 - - - 4th 2 4 3 - - - 5th 2 4 3 - - - 6th 2 4 3 - - - 7th 2 5 4 2 - - 8th 2 6 4 2 - - 9th 2 6 4 2 - - 10th 3 7 4 3 - - 11th 3 8 4 3 - - 12th 3 8 4 3 - - 13th 3 9 4 3 2 - 14th 3 10 4 3 2 - 15th 3 10 4 3 2 - 16th 3 11 4 3 3 - 17th 3 11 4 3 3 - 18th 3 11 4 3 3 - 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Season's Bond

Many druids believe that each season has an associated element. For the springtime season, that element is air, and it is represented by lightning damage. Similarly, the hot season of summer is represented by fire. The decaying season of Autumn is associated with the earth and acidic damage. Lastly, the cold season of Winter is represented by water and ice, and is associated with cold damage.

At 3rd level, you learn a ritual that creates a bond between yourself and one of your cantrips, changing its damage type. You perform the ritual over the course of 1 hour, which can be done during a short rest. The cantrip must deal either fire, lightning, cold, or acid damage. At the conclusion of the ritual, you may choose one of the other three elemental damage types. This cantrip now deals that type of damage. This ritual does not change any other aspect of the cantrip.

For example, if you know the produce flame cantrip, you can perform the ritual so that the cantrip deals cold damage instead of fire. This cold-flame still produces light as the produce flame cantrip. You may use any cantrip you know in this ritual, even if the cantrip comes from a different class' spell list.

Only one cantrip can be affected by this ritual at a time. Attempting to change another cantrip with this ritual replaces the previous cantrip.