Grove Defender

Grove Defender holding a sacred woodland sanctuary while roots and living terrain aid the defence

Prestige Class: A martial guardian who turns natural terrain into a defensive ally.

At a Glance

Role: Martial nature defender and terrain controller

Typical Entry: 6th level or later

Hit Die: d10

BAB: Full

Good Saves: Fortitude and Will

Skills: 4 + Intelligence modifier

Spellcasting: Advances an existing divine/nature spellcasting class at three of five levels

Signature Mechanic: Defender’s Ground

A Grove Defender protects places where the natural world is vulnerable: sacred woods, springs, ancient trees, breeding grounds, standing stones, hidden valleys and the last living patch of green inside a hostile settlement.

Grove Defender — D&D 3.5e

Requirements

  • BAB: +5
  • Skills: Knowledge (nature) 6 ranks; Survival 6 ranks
  • Feat: Endurance or Combat Reflexes
  • Special: Woodland stride, wild empathy or a comparable nature class feature
  • Trial: Successfully defend a natural sanctuary from a serious threat

Progression

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Defender’s Ground, Rooted Stand —
2nd +2 +3 +0 +3 Thornstep +1 level
3rd +3 +3 +1 +3 Interpose —
4th +4 +4 +1 +4 Living Bulwark +1 level
5th +5 +4 +1 +4 Grove’s Wrath +1 level

Defender’s Ground (Ex)

Once per encounter as a swift action, designate a 15-foot-radius area of natural terrain centred on the Defender. For the encounter, allies inside gain +1 dodge AC and +2 on saves against fear while the Defender remains conscious and within the area.

Rooted Stand (Ex)

Inside Defender’s Ground, gain +4 on checks and saves against bull rush, overrun, trip and forced movement.

Thornstep (Ex)

At 2nd level, the Defender and allies inside Defender’s Ground ignore nonmagical difficult terrain caused by vegetation, rubble, roots, mud or undergrowth.

Interpose (Ex)

At 3rd level, once per round when an adjacent ally inside Defender’s Ground is attacked, use an immediate action to grant that ally +2 dodge AC against the triggering attack.

Living Bulwark (Su)

At 4th level, allies inside Defender’s Ground gain DR 2/— against weapon damage. This does not stack with other DR.

Grove’s Wrath (Su)

At 5th level, Defender’s Ground expands to 20 feet. Once per encounter as a standard action, enemies in the area must make a Reflex save (DC 10 + class level + Wisdom modifier) or become entangled for 1 round per class level as roots, vines and earth hinder them. This requires natural terrain capable of supporting the effect.

Grove Defender — Pathfinder 1e

Use the same progression and features. Requirements become Knowledge (nature) 5 ranks, Survival 5 ranks, BAB +5, Endurance or Combat Reflexes, and woodland stride/wild empathy or equivalent. Rooted Stand grants +4 CMD against bull rush, drag, overrun, reposition and trip. Good saves use Pathfinder prestige progression. Prestige levels do not receive favored-class bonuses.

Sources and Rules Provenance

The former page credited The Quintessential Druid by Robin O. Duke, published by Mongoose Publishing. This rebuilt Grove Defender is original campaign material.

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