The Green Knight (3.5e Feat)
The Green Knight [General]
3e Summary::Thou art a strange amalgam of Medieval clichés.
Prerequisite: STR 15, CHA 13, Ability to cast spells, The Green Man, The Wild Man
Benefit: +1 to all Abilities, gain mastery with greatswords, and gain two spells of your highest level spell slot.
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gollark: I ask the goblins for BCPL help, d6.
gollark: I check the hallway for traps, d6.
gollark: I ask the wizards for a torso replacement spell, d6.
gollark: Hmm. This MAY be a problem.
gollark: d6.
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