Knight of the Oak

The Knights of the Oak have a deep-rooted connection to the mighty trees of the region. These stoic soldiers are blessed with the ability to call on wood spirits for both protection and the power to strike down their enemies. Through a profound bond with the spirits of the forest, a Knight of the Oak can actually draw forth living weapons from the trees without causing any damage to them.


When you choose this archetype at 3rd level, you gain remarkable agility from your many hours of practice climbing, leaping, and balancing along tree limbs. You can add half your proficiency bonus (round up) to any Strength or Dexterity check you make that doesn’t already use your proficiency bonus. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

In addition, you are adept at traveling and surviving in forested regions. Whenever you are moving at travel pace in forest terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you still contribute your Wisdom (Perception) to noticing threats.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Living Armor

Also at 3rd level, you learn a special magical ritual to cover yourself in light armor made of living wood. As an action, you can conjure wooden armor for yourself that remains until you use another action to dismiss it. While you are covered in this living armor, your base AC is 13 + your Dexterity modifier. You cannot use this feature if you are wearing armor.

Living Weapons

Starting at 7th level, you learn a special magical ritual to summon a living weapon. As an action, you conjure a javelin, longbow, quarterstaff, shortbow, or spear of living wood that functions as a normal weapon of its type. You may have only one living weapon at a time, and it withers away to a dry twig 1 minute after it leaves your hand. As long as you hold it, your living weapon is treated as magical.

In addition, as a bonus action, you can conjure as many arrows as you can fire in a single turn. These arrows last for only 1 round and are magic weapons.

Furtive Warfare

At 10th level, when you attack from concealment or from higher ground, such as atop a wall or from the bough of a tree above your enemy, you have advantage on weapon attack rolls.

Improved Critical

Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Oaken Bulwark

Starting at 18th level, while you are wearing your living armor, you also have resistance to bludgeoning, piercing, and slashing damage.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb