LGtC:Green Pact Keeper

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Green Pact Keeper

To those who follow the Green Pact, there is nothing more important than to uphold their promise to Y’ffre. Bosmer of the Treaty of Frond and Leaf allow this code to dictate their everyday lives. It binds them to the trees, the rivers, and the creatures of the great forests of Tamriel. Green Pact Keepers draw upon powers granted by Y’ffre to maintain their vow.

Green Pact Keeper Features
Level Feature
3rd Bonus Proficiencies, Spellcasting, Expanded Spell List
7th Nature's Brew
11th Green Shaping
15th Feast of the Animals

Restriction: Bosmer Only

Only Bosmer can become Green Pact Keepers as the Green Pact only affects them. Your GM can lift this restriction to better suit the campaign or your character.

Bonus Proficiencies

3rd-level Green Pact Keeper feature

You gain proficiency with cook’s utensils and brewer’s supplies.

Spellcasting

3rd-level Green Pact Keeper feature

As a reward for following the strict rules of the Green Pact, Y’ffre has granted you the ability to use the magical essence of nature to cast spells. See the Chapter 10 of the Basic Rules for the general rules of spellcasting and Chapter 11 for the warden spell list.

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

Magicka. The Green Pact Spellcasting table shows how much magicka you have to cast your warden spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your warden spells of 1st level or higher, must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10 of the Basic Rules. You regain all expended magicka when you finish a long rest.

For example, if you know the 1st-level spell hail of thorns and have a spell level of 2nd, you can cast hail of thorns using magicka to cast it at either level.

Spells Known of 1st Level and Higher. You know three 1st-level warden spells of your choice from the warden spell list.

The Spells Known column of the Green Pact Spellcasting table shows when you learn more warden spells of 1st level or higher. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your level. When you reach 7th level, for example, you learn a new warden spell, which can be 1st or 2nd level.

Green Pact Keeper Spellcasting
Ranger Level Cantrips Known Spells Known Magicka Points Spell Level
3rd 2 3 4 1st
4th 2 4 6 1st
5th 2 4 6 1st
6th 2 4 6 1st
7th 2 5 14 2nd
8th 2 6 14 2nd
9th 2 6 17 2nd
10th 3 7 17 2nd
11th 3 8 17 2nd
12th 3 8 17 2nd
13th 3 9 27 3rd
14th 3 10 27 3rd
15th 3 10 27 3rd
16th 3 11 32 3rd
17th 3 11 32 3rd
18th 3 11 32 3rd
19th 3 12 38 4th
20th 3 13 38 4th


Additionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you can cast.

Spellcasting Attribute. Willpower is your spellcasting attribute for your warden spells, so you use your Willpower whenever a spell refers to your spellcasting attribute. In addition, you use your Willpower modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency bonus + your Willpower modifier

Spell attack modifier = your Proficiency bonus + your Willpower modifier

Expanded Spell List

3rd-level Green Pact Keeper feature

As a Green Pact Keeper, you can choose from an expanded list of spells when you learn a warden spell. The following spells are added to the warden spell list for you.

Green Pact Expanded Spells
Spell Level Spells
1st alarm, hunter’s mark
2nd magic weapon, silence
3rd warding bond, nondetection
4th divination, banishment

Nature's Brew

7th-level Green Pact Keeper feature

Once each day, you can spend 1 hour gathering materials and creating magically infused brews. This task can be completed as part of a short or long rest. You can expend 2 or more magicka to create a brew from the list below, and you can create an amount of brews equal to your Willpower modifier (minimum of 1). These brews remain magically infused for 24 hours before losing their magical properties.

In addition, you can craft healing potions using brewer’s supplies as though you were using a herbalism kit.

Healing Brew. When a creature uses an action to drink this healing brew, it regains hit points equal to 3d4 + your Willpower modifier. If you expend 3 magicka to create the brew, the amount of hit points gained increases by 2d4 (for a total of 5d4). At 13th level, you can expend 5 magicka to create the brew and increase the hit points gained by 4d4 (7d4 total). And at 19th level, you can expend 6 magicka to create the brew and increase the hit points gained by 6d4 (9d4 total).

Jagga. When a creature uses an action to drink this magically infused jagga, it can add your Willpower modifier to every Intelligence and Personality attribute check it makes for the next hour.

Rotmeth. When a creature uses its action to drink this magically infused rotmeth, it can add your Willpower modifier to any Strength and Endurance attribute checks that it makes for the next hour.

Green Shaping

11th-level Green Pact Keeper feature

You can use an action to chant a song of nature, allowing you to shape a natural area to meet your needs. The area can be up to a 10-foot cube. Buildings and other structures are excluded from the affected area. This feature creates up to two of the following effects within this area, which lasts for the next minute. When you create the effects, you can specify creatures as friends who are immune to these effects. A dispel magic cast on the area removes only one of the effects, and the spellcaster chooses which effect to end. Only when all of the effects are ended is the area fully dispelled.

  • The area thickens with plant growth and is considered difficult terrain.
  • Natural difficult terrain magically transforms and no longer affects you and the creatures you choose.
  • Bramble covered in thorns grows over the area, dealing 1d4 piercing damage to any creature that enters the area for the first time or starts their turn there.
  • Vines grab at Large or smaller creatures that enter the area for the first time or start their turn there. The creature must succeed on a Strength saving throw against your spell save DC or become grappled by the vines. A grappled creature can escape by making a successful Strength (Athletics) or Agility (Acrobatics) check against your spell save DC.

Once you use this feature, you can’t use it again until you finish a long rest.

Feast of the Animals

15th-level Green Pact Keeper feature

You spend 1 hour preparing and eating a feast prepared in adherence to the green pact. This task can be completed during a short or long rest. The beneficial effects don’t set in until this hour is over. Up to six creatures can partake in the feast. A creature that partakes of the feast gains temporary hit points equal to your ranger level until the end of their next short rest.