this barbarian gains his strength from ancient woods and long forgoten groves of the world. his savagery stemming from the longing of promises from flertatious dryads who call those woods their home. A protector of those who inhabit the wilderness, but a monster to all who wish to do it harm.
Deep Rooted Wisdom: 3rd level path of the Elder Tree.
When you choose this path, you learn to speak, read, and write primordial or one other language of your choice if you already know primordial. Additionally, you gain proficiency in Nature or Arcana.
Savage Nature: 3rd level path of the Elder Tree.
When you start your rage while wielding a wooden weapon it changes as if the spell shillelagh was cast using your Constitution as the spell modifier, though not a strength based weapon it still gains the bonus gained from your Rage. As the rage persists the ground around the barbarian becomes magical rough terrain as roots begin to riggle underground at range of 10 feet centered on the barbarian.
Grasping Vine: 6th level path of the Elder Tree.
Nature begins to show what it has sown in the barbarian, a curtain of vines now drapes off their shoulders. these vines are used to drag those near too the barbarian, as a reaction drag both willing and unwilling targets up to proficiency bonus within 20 feet closer by 10 feet (athletics or acrobatics to not be dragged Dc 8+pro+Constitution mod.) A alternate use for the vines so long as a use is available is to grasp near by structure or wall to give them slowfall up to 10ft times constitution mod. the number of uses equals to the constitution modifier. all uses of this ability is regained after a short rest or long rest.
Pollen Seeding: 10th level path of the Elder Tree
when striking with the barbarians shillelagh or being struck by the enemy, once per turn your able to shed off a coat of pollen. this pollen could give off one of four status effects, poisoned, paralyzing, sleeping, or charmed. the pollen growing is random and to find out the effect roll a d4 every time the pollen coating is shed. dc to save from the pollen is a Con save. At the end of every turn the target may make the save again to end the pollens effect.(dc is 8+pro+Constitutuion mod)
1.Poisoned 2.Charmed 3.Sleepig 4.Paralyzed
Verdant Gaurdian: 14th level path of the Elder Tree
Nature has found a true ally in the barbarian and shows its trust by giving greater aid. the range of the rough terrain from savage nature increases to 20 feet, and enemies within 5 feet of a enemy targeted by pollen seeding also make a save or be effected by the same pollen.
I been trying to make balanced homebrew for a while now but never really get proper feedback from those I play with so thought I'd ask around here for once.
So far this seems balanced enough, although the wording feels like it needs to be cleaned up a bit. For example, I think Grasping Vine reads a bit messily, and I would probably reword it like:
"Grasping Vine - The essence of nature sown into your being reveals itself as vines draping from your shoulder. When a creature that is one size category larger than you or smaller ends its turn within 20 feet, you can use your reaction to attempt to pull them straight toward you by 10 feet. The targeted creature must make a Dexterity Saving Throw, with a DC equal to 8 + Your Proficiency Bonus + Your Constitution Modifer. A creature can choose to willingly fail this save.
When falling, if there is a solid structure within 20 feet for the duration of the fall you can use your reaction to take no falling damage, as you use the vines to safely slow your descent"
Mostly, I wanted to add a trigger for your reaction... reactions in general need to have a specific trigger attached to them. I also feel like it makes sense that there's a size limitation on this feature, and I think making the "Slow Fall" ability always-on instead of having limited uses makes sense, since this feature is only available if you're falling close to a wall or other structure. So since it already has a major limitation and changing it to use your reaction does enough to make it unnecessary to also track individual uses.
I think I would also change Pollen Seedling to just being triggered by any weapon attack, and not specifically with the Shillelagh. Although the idea of giving the subclass access to shillelagh is a flavorful concept, in execution it's not a particularly useful spell... all it does is turn a weapon's damage die into a d8 and allow you to attack with WIS. You already probably have better STR than WIS, and you can get a better weapon on your own. I see the Shillelagh more as a ribbon feature... like playing as a race that has natural weapons. Odds are you're never going to use your natural weapons as your primary attack option, but it's nice to have them as a backup in case you ever find yourself without access to your regular equipment. Shillelagh, to me, feels like it works best as an emergency tool just in case you find yourself in the middle of the woods and you have to pick up a heavy stick to defend yourself with.
Alternatively, I would recommend de-coupling the feature from the Shillelagh spell, and just give a flat damage boost. Something like, "When you begin your rage, if you are holding a club or quarterstaff it becomes imbued with natural fury. While raging, the weapon's damage die becomes a d12, and it becomes magical if it isn't already". This way you don't run into any debate on spellcasting (even though it's a non-concentration spell), and it boosts the damage of the weapon enough to justify using this as your primary weapon.
transmorph thank you for your look over of my subclass. I like your ideas on the edits of the subclass features, And I'll definitely work on my wording for the future.
Your Barbarian gains their strength from ancient forests and long forgotten groves. Driven to savagery by longing of promises from flirtatious dryads or tricksy fey who call those woods their home, they act as emissaries of Treants and protectors of the woodlands and its inhabitants. They are considered monsters to loggers and hunter and all others who wish to do them harm.
Deep Rooted Wisdom: 3rd level path of the Elder Tree.
When you choose this path, you learn to speak, read, and write primordial or one other language of your choice if you already know primordial. Additionally, you gain proficiency in Nature or Arcana.
Savage Nature: 3rd level path of the Elder Tree.
While you are Raging, any wooden melee weapon you hold uses your Constitution for your attack and damage rolls, instead of Strength or Dexterity. Your barbarian features that require Strength-based attacks still apply to attacks with this weapon.
In addition, your Rage causes nearby roots to wriggle, causing difficult terrain to any creature other than you in a 10 ft around around you, which moves with you.
Grasping Vine: 6th level path of the Elder Tree.
Vines sprout from your back and shoulders, as a reaction when a creature that is no more than 1 size larger than you, ends its turn within 20ft of you, you can cause these vines to grab it and pull it closer. The target must succeed on a Strength saving throw (DC = 8+proficiency + Constitution modifier) or be pulled 10 ft towards you. In addition, if you are falling, you can use this reaction to cause the vines to grasp a solid structure within 20ft of you, safely halting your fall as long as that structure can support your weight. You can use this feature a number of times equal to your constitution modifier, regaining all uses when you finish a short or long rest.
Pollen Seeding: 10th level path of the Elder Tree
Flowers sprout all over your body. As a bonus action on your turn, you can shake yourself releasing a cloud of pollen that affects each creature within 5 ft of you. The targets must succeed on a Constitution saving throw (DC = 8 + proficiency + Constitution modifier), on a failure they are affected by a random type of pollen (roll a d4 to determine the effects) which lasts until the start of your next turn:
(1) They become poisoned. (2) They are charmed by you. (3) They are struck by a sneezing fit and cannot speak. (4) They are blinded.
I changed the unconscious & paralyzed ones because those would give the barbarian (and their whole party auto-crits) which is way way over powered for an unlimited use ability.
Verdant Guardian: 14th level path of the Elder Tree
You become a living embodiment of Nature. While you are Raging you transform into a living tree, while in this form you gain the following benefits:
You become Large
The area of difficult terrain around you increases to 30 ft and you can choose to have your allies be unaffected by it.
Creatures within 10 feet of you are affected by your pollen seeding.
I beefed this up a little since it is a 14th level feature.
Thank you for your gramatical correction and the buff up ideas for the ablities. I and my friends thank you as I plan to play test this in my next session. So again I say thank you!
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Barbarian: path of the Elder Tree
this barbarian gains his strength from ancient woods and long forgoten groves of the world. his savagery stemming from the longing of promises from flertatious dryads who call those woods their home. A protector of those who inhabit the wilderness, but a monster to all who wish to do it harm.
Deep Rooted Wisdom: 3rd level path of the Elder Tree.
When you choose this path, you learn to speak, read, and write primordial or one other language of your choice if you already know primordial. Additionally, you gain proficiency in Nature or Arcana.
Savage Nature: 3rd level path of the Elder Tree.
When you start your rage while wielding a wooden weapon it changes as if the spell shillelagh was cast using your Constitution as the spell modifier, though not a strength based weapon it still gains the bonus gained from your Rage. As the rage persists the ground around the barbarian becomes magical rough terrain as roots begin to riggle underground at range of 10 feet centered on the barbarian.
Grasping Vine: 6th level path of the Elder Tree.
Nature begins to show what it has sown in the barbarian, a curtain of vines now drapes off their shoulders. these vines are used to drag those near too the barbarian, as a reaction drag both willing and unwilling targets up to proficiency bonus within 20 feet closer by 10 feet (athletics or acrobatics to not be dragged Dc 8+pro+Constitution mod.) A alternate use for the vines so long as a use is available is to grasp near by structure or wall to give them slowfall up to 10ft times constitution mod. the number of uses equals to the constitution modifier. all uses of this ability is regained after a short rest or long rest.
Pollen Seeding: 10th level path of the Elder Tree
when striking with the barbarians shillelagh or being struck by the enemy, once per turn your able to shed off a coat of pollen. this pollen could give off one of four status effects, poisoned, paralyzing, sleeping, or charmed. the pollen growing is random and to find out the effect roll a d4 every time the pollen coating is shed. dc to save from the pollen is a Con save. At the end of every turn the target may make the save again to end the pollens effect.(dc is 8+pro+Constitutuion mod)
1.Poisoned 2.Charmed 3.Sleepig 4.Paralyzed
Verdant Gaurdian: 14th level path of the Elder Tree
Nature has found a true ally in the barbarian and shows its trust by giving greater aid. the range of the rough terrain from savage nature increases to 20 feet, and enemies within 5 feet of a enemy targeted by pollen seeding also make a save or be effected by the same pollen.
I been trying to make balanced homebrew for a while now but never really get proper feedback from those I play with so thought I'd ask around here for once.
So far this seems balanced enough, although the wording feels like it needs to be cleaned up a bit. For example, I think Grasping Vine reads a bit messily, and I would probably reword it like:
"Grasping Vine - The essence of nature sown into your being reveals itself as vines draping from your shoulder. When a creature that is one size category larger than you or smaller ends its turn within 20 feet, you can use your reaction to attempt to pull them straight toward you by 10 feet. The targeted creature must make a Dexterity Saving Throw, with a DC equal to 8 + Your Proficiency Bonus + Your Constitution Modifer. A creature can choose to willingly fail this save.
When falling, if there is a solid structure within 20 feet for the duration of the fall you can use your reaction to take no falling damage, as you use the vines to safely slow your descent"
Mostly, I wanted to add a trigger for your reaction... reactions in general need to have a specific trigger attached to them. I also feel like it makes sense that there's a size limitation on this feature, and I think making the "Slow Fall" ability always-on instead of having limited uses makes sense, since this feature is only available if you're falling close to a wall or other structure. So since it already has a major limitation and changing it to use your reaction does enough to make it unnecessary to also track individual uses.
I think I would also change Pollen Seedling to just being triggered by any weapon attack, and not specifically with the Shillelagh. Although the idea of giving the subclass access to shillelagh is a flavorful concept, in execution it's not a particularly useful spell... all it does is turn a weapon's damage die into a d8 and allow you to attack with WIS. You already probably have better STR than WIS, and you can get a better weapon on your own. I see the Shillelagh more as a ribbon feature... like playing as a race that has natural weapons. Odds are you're never going to use your natural weapons as your primary attack option, but it's nice to have them as a backup in case you ever find yourself without access to your regular equipment. Shillelagh, to me, feels like it works best as an emergency tool just in case you find yourself in the middle of the woods and you have to pick up a heavy stick to defend yourself with.
Alternatively, I would recommend de-coupling the feature from the Shillelagh spell, and just give a flat damage boost. Something like, "When you begin your rage, if you are holding a club or quarterstaff it becomes imbued with natural fury. While raging, the weapon's damage die becomes a d12, and it becomes magical if it isn't already". This way you don't run into any debate on spellcasting (even though it's a non-concentration spell), and it boosts the damage of the weapon enough to justify using this as your primary weapon.
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transmorph thank you for your look over of my subclass. I like your ideas on the edits of the subclass features, And I'll definitely work on my wording for the future.
Fixing up the wording for you:
Barbarian: path of the Elder Tree
Your Barbarian gains their strength from ancient forests and long forgotten groves. Driven to savagery by longing of promises from flirtatious dryads or tricksy fey who call those woods their home, they act as emissaries of Treants and protectors of the woodlands and its inhabitants. They are considered monsters to loggers and hunter and all others who wish to do them harm.
Deep Rooted Wisdom: 3rd level path of the Elder Tree.
When you choose this path, you learn to speak, read, and write primordial or one other language of your choice if you already know primordial. Additionally, you gain proficiency in Nature or Arcana.
Savage Nature: 3rd level path of the Elder Tree.
While you are Raging, any wooden melee weapon you hold uses your Constitution for your attack and damage rolls, instead of Strength or Dexterity. Your barbarian features that require Strength-based attacks still apply to attacks with this weapon.
In addition, your Rage causes nearby roots to wriggle, causing difficult terrain to any creature other than you in a 10 ft around around you, which moves with you.
Grasping Vine: 6th level path of the Elder Tree.
Vines sprout from your back and shoulders, as a reaction when a creature that is no more than 1 size larger than you, ends its turn within 20ft of you, you can cause these vines to grab it and pull it closer. The target must succeed on a Strength saving throw (DC = 8+proficiency + Constitution modifier) or be pulled 10 ft towards you. In addition, if you are falling, you can use this reaction to cause the vines to grasp a solid structure within 20ft of you, safely halting your fall as long as that structure can support your weight. You can use this feature a number of times equal to your constitution modifier, regaining all uses when you finish a short or long rest.
Pollen Seeding: 10th level path of the Elder Tree
Flowers sprout all over your body. As a bonus action on your turn, you can shake yourself releasing a cloud of pollen that affects each creature within 5 ft of you. The targets must succeed on a Constitution saving throw (DC = 8 + proficiency + Constitution modifier), on a failure they are affected by a random type of pollen (roll a d4 to determine the effects) which lasts until the start of your next turn:
(1) They become poisoned.
(2) They are charmed by you.
(3) They are struck by a sneezing fit and cannot speak.
(4) They are blinded.
Verdant Guardian: 14th level path of the Elder Tree
You become a living embodiment of Nature. While you are Raging you transform into a living tree, while in this form you gain the following benefits:
Thank you for your gramatical correction and the buff up ideas for the ablities. I and my friends thank you as I plan to play test this in my next session. So again I say thank you!