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Verdant Tracker

In Crusaders, there exist rare individuals known as Verdant Trackers. These skilled hunters are deeply attuned to the natural world, and they have the ability to sense and track creatures through their connections with plants and animals.


Many Verdant Trackers are accompanied by plant companions, which are born from a special type of seed that only grows in the most remote and untouched corners of the wilderness. These seeds are said to be imbued with the essence of nature itself, and only those with a deep connection to the natural world can coax them into growing.


Once the seed is planted, it slowly grows into a small plant that eventually takes on a humanoid shape. The Verdant Tracker who planted the seed becomes bonded with the plant, and together they form a powerful partnership. The plant companion is fiercely loyal to its bonded Tracker and will do anything to protect them.


Each plant companion is unique and possesses its own set of abilities and strengths. Some are adept at tracking, while others have formidable defensive capabilities. Some can manipulate the environment around them, while others can heal or enhance the abilities of their bonded Tracker.


Despite their powerful abilities, Verdant Trackers and their plant companions are a rare sight in the world of Athelar. They prefer to keep to the shadows, tracking down dangerous creatures and protecting the wilderness from harm. But when they do appear, they are a force to be reckoned with, and many would do well to steer clear of their wrath.

Verdant Tracker Features

Level 1

Naturalist

At 1st level, choose one of the fighting styles. You can't take a Fighting Style option more than once, even if you later get to choose again.

You gain +2 to Nature, Perception, Stealth, and Survival. In addition,
Your Exotic Pet's armor class is equal to your Spellcasting ability score if it is a Plant.


When you cast a spell, you can make a Nature skill check that affects you and your Exotic Pet (once per round).


The feature increases by 2 when you reach 6th level (4), 10th level (6), 14th level (8), and 18th level (10).

Level 3

Herbalism

At 3rd level, your medicine checks and health potions heal for an additional amount equal to 3 + your Tracker level.

The feature increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).

Level 7

Petal Shield

At 7th level, When you are subjected to spell or effect, that requires you to make a saving, you take no damage instead of half if you succeed on the saving throw, and only half damage if you fail as a shield of petals blocks the damage source.

Level 11

Bramble Vest

At 11th level, you do not take additional damage from critical strikes, in addition when you or your exotic pet are hit with an attack the attacker takes Nature damage equal to your Tracker level.


This damage doubles at level 18 to (20).

Level 15

Botanic Mind Control

At 15th level, once every 3 rounds on your turn, all enemy creatures within 60 feet must make a Wisdom saving throw or they view their allies as enemies and enemies as allies. The creature can repeat the saving throw when they are damaged, or at the end of their turn. Ooze and creatures that cannot smell they are immune to this effect.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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