Some of the strongest, most unyielding things in the natural world are plants. Mighty trees, tenacious thorn bushes, and lichen that can grow anywhere are all compelling examples of incredible resilience. It is therefore unsurprising that some might take the endurance of plants as inspiration, and from these admirers of the natural world, Oaken Fists arise.
At 3rd level, you tap into the magical power of nature to enhance your martial training. Your casting ability score is Wisdom and you can select cantrips and spells from the nature and unarmed schools. See the Tertiary Spellcasting rules for when you would acquire new spells and spell slots, as well as the rules for swapping out spells.
Tertiary spellcasters are universally members of a class that does not ordinarily feature spellcasting. They share a few common features and a standardized spellcasting progression, detailed below.
Table: Tertiary Spellcasting Spell Slots Per Level
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 |
At 3rd level, you know two cantrips of your choice drawn from the schools granted by your archetype. You learn an additional cantrip at 10th level.
The Tertiary 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.
You know three 1st-level spells of your choice from the school granted by your archetype. The Spells Known column of the Tertiary Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots. Some tertiary spellcasters may acquire their spells in the manner of a wizard, learning them from scrolls instead of on a set progression, or by some other means. In these cases, disregard the Spells Known column and see the archetype description for details.
Your spellcasting ability for your spells is indicated by your archetype. In most cases, this will be a set ability score, but some archetypes may allow you to choose. In addition, you use your spellcasting ability score modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability score modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability score modifier
Also at 3rd level, you have developed the skills to survive in the wilderness. You gain proficiency with the Nature and Survival skills. If you are already proficient, you gain an expertise die. You also gain proficiency with the herbalism kit.
You also gain the plant type, in addition to other types you have.
At 6th level, your blood becomes thick and sap-like. If you would suffer ongoing damage, you may instead spend 1 point of exertion to not suffer the ongoing damage for a number of rounds equal to your W wisdom modifier. These rounds count tow ards the effect’s duration.
In addition, if you are in natural surroundings with direct contact with fertile soil (such as walking across it barefoot) and sunlight, you do not require Supply, instead drawing your nutrients from the soil. This latter feature does not work in barren areas such as deserts and tundra.
Also at 6th level, you can use the residual energy of your magical connection to the natural world to bolster your strikes. As long as you have unused spell slots, you can spend 1 exertion to allow your unarmed strikes to deal additional bludgeoning damage equal to your proficiency bonus for the next minute.
At 11th level, you gain the ability to literally take root. As an action, you extend roots from your lower extremities into the ground beneath you, locking you in place. For the duration, you automatically succeed against any effects that would move you or knock you prone and creatures trying to escape your grapple suffer disadvantage on their saves, but your movement speed is reduced to 0 and you have disadvantage on Dexterity saving throws. While you are rooted, you gain access to the following options:
You may revert to your normal form as an action. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Once you have used this ability a number of times equal to your Wisdom modifier (minimum 1), you can’t do so again until you finish a long rest.
At 17th level, your form becomes even more plant-like. While you use your Take Root ability, you are under a continual barkskin effect for the feature’s duration, and your reach with melee weapon attacks increases by 10 feet.
Also at 17th level, you can expend a spell slot to release a miasma of pollen around yourself. The range is a number of feet equal to 10 + (5 × the spel l slot level). Non-plant creatures caught in the cloud must make a Constitution save against your spell save DC or be poisoned for one minute. The cloud lasts for 10 minutes or until dispersed by a strong wind.