Steward

# Class Features

As a Steward, you gain the following class features.

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per steward level after 1st

##### Proficiencies

**Armor:** Light armor

**Weapons:** Simple Weapons

**Tools:** Choose one tool proficiency

**Saving Throws:** Intelligence, Wisdom

**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a wooden shield or (b) any simple weapon

• (a) a scimitar or (b) any simple melee weapon

• Leather armor, an explorer's pack, and a steward focus

### Steward's Sign

You learn to leave messages weaved into the natural environment with your magic. Animals or plants or other aspects of nature will keep your message and reveal it only to individuals you intended it to be revealed to. Other stewards can understand these messages even if they are not intended for them. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

### Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

##### Cantrips

At 1st level, you know two cantrips of your choice from the steward spell list. You learn additional steward cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Steward table.

##### Preparing and Casting Spells

The Steward table shows how many spell slots you have to cast your steward spells of 1st level and higher. To cast one of these steward spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of steward spells that are available for you to cast, choosing from the steward spell list. When you do so, choose a number of steward spells equal to your Wisdom modifier + your Steward level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level steward, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of steward spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your steward spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a steward spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

##### Ritual Casting

You can cast a steward spell as a ritual if that spell has the ritual tag and you have the spell prepared.

##### Spellcasting Focus

You can use a steward focus as a spellcasting focus for your steward spells.

### Domain

Starting at 2nd level, you can use your action to fortify your stewardship over the environment by marking a territory which you can influence in powerful ways. Domains are modular and can be constructed by spending domain points to manifest more sections of the domain.

Your number of Domain Points are equal to your wisdom modifier, and they recharge their expended uses on a long rest. In addition, you can spend spell slots as a number of Domain Points equal to the spell slot's level. When you spend a spell slot this way, you must immediately construct a section of domain worth that amount of Domain Points. Different sections of domain cost varying amounts of Domain Points, as described in the different subclasses.

The functions of your domain depend on the Steward Tradition you affiliate with.

### Fluidity

Starting at 18th level, using an action you can select a section of your domain worth at most a number of domain points equal to your wisdom modifier, and you can dispel this part of the domain while immediately constructing a new part of the domain worth an equal amount of points.

### Stable Territory

Starting at 20th level, you can spend a 9th level spell slot to make your currently constructed domain permanent. Adding new parts to the domain afterwards does not make these new sections permanent, requiring a new 9th level spell to make a new adjacent section permanent. The permanent domain retains the properties of the original domain.

## Subclasses (Realms)

Starting at 2nd level, you gain a deep connection with an aspect of the world, and you choose which aspect this is, this is known as your Realm.

Realm of the Woodlands

Realm of Civilization