Grove Daramir

The Grove Daramir is a steadfast guardian of the natural world, drawing their power from the deep-rooted connection between life and the earth itself. Their magic channels the nurturing essence of groves, transforming wild spaces into sanctuaries of vitality and resilience. Masters of healing and restoration, Grove Daramirs infuse their allies with the regenerative energy of nature, mending wounds and fortifying bodies with verdant power.


They command flora and fauna with gentle wisdom, summoning vines to entangle foes or calling forth ancient trees to shield the innocent. Their presence can awaken dormant landscapes, causing barren ground to bloom and corrupted regions to heal. Grove Daramirs embody the harmony of life’s cycles, wielding their magic not only to protect the fragile balance of nature but also to uplift those who tread gently upon it. With every spell cast, they remind the world that true strength lies in growth, unity, and renewal.

Grove Daramir Features By Level

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Outlander
1st Level Feature
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You gain proficiency in Survival and Nature, and may use Intelligence instead of Wisdom for Survival checks.

In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural resources such as berries, small game, or water.

Verdant Shackles
3rd Level Feature
Allied creatures within 15 feet of you have advantage on saving throws against the restrained condition.

When a creature fails a saving throw against one of your spells that causes the restrained condition, they take 2d6 piercing damage. Additionally, They have disadvantage on their next saving throw against the restrained condition.

Revitalize
6th Level Feature
You can choose a number of healing spells to add to your spell list equal to your intelligence modifier.

When you cast a spell of 1st level or higher that restores hit points, you can choose a number of creatures within 15 feet of your target equal to your Intelligence modifier (minimum of 1) to regain additional hit points equal to your Daramir level.

Nature’s Resilience
10th Level Feature
When you or an ally within 30 feet takes damage, you can use your reaction to summon protective vines or bark-like barriers, reducing that damage by 2d10 plus your Intelligence modifier.
Eternal Haven
14th Level Feature
As an action, you create a 20-foot radius sphere at a point you can see that lasts for 1 minute.

All allies within the sphere gain temporary hit points equal to 1d8 plus your Daramir level at the start of their turn and have advantage on saving throws against being frightened or charmed. You can use this feature once per long rest.

Binding Magic
19th Level Feature
You can weave nature’s will into your spells, holding creatures fast with arcane vines and roots.

When you cast a spell of 1st level or higher that targets a single creature, you can imbue it with binding magic. That creature must succeed on a Strength saving throw against your spell save DC or become restrained for the spell’s duration.

The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

While restrained in this way, the creature is entwined in natural bindings. At the start of each of its turns, you may choose to have it take 1d8 piercing damage. This damage does not end or interfere with charmed or similar conditions affecting the target.

Binding magic requires concentration, as if concentrating on a spell. The effect ends early if your concentration ends.

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