Base Class: Barbarian
There are many differing ideologies about nature and the very ground beneath your feet. Some view it as a spiritual force, while others view it as an unlimited resource to use as they see fit. Many barbarians see it as a great source of inner strength and fortitude, wanting to channel it to protect the ones closest to them. For this reason, generations of barbarians have sought out and connected themselves to the might of nature’s greatest protector, the Stone Golem
Level 3: Earthly Connections
As a Bonus Action, you gain Tremorsense with a range of 60ft for 10 minutes. You must be on or touching a stone or dirt surface to use this Tremorsense. The stone can be natural or worked.
If you already have an ability that grants you Tremorsense, your range increases to 90ft.
You can cast the Mold Earth spell. Your spellcasting ability is Constitution
Level 3: Golem's Armor
While your Rage is active, you gain the following benefits:
- +2 AC
- Unarmed Attacks deal 1d6 Bludgeoning Damage and 1d4 Slashing Damage
- When you successfully grapple a creature, at the end of each of your turns while the creature is still grappled, they take 1d6 Piercing damage as the sharp rocks protruding from your body stab into the creature
The Damage Die for your Unarmed Attacks and amount of dice for your extra Slashing Damage increases as you take more levels into Barbarian. Unarmed Attack: 1d8 at 5th,
1d10 at 11th, 1d12 at 17th. Slashing Damage: 2d4 at 5th, 3d4 at 11th, 4d4 at 17th.
In addition, the amount of dice rolled for the Piercing Damage taken while you grapple an enemy also increases as you take more levels in Barbarian. 2d6 at 5th, 3d6 at 11th, 4d6 at 17th
Your Unarmed Attacks gain the Weapon Mastery Properties of either Graze, Slow, or Push. You can only benefit from one Mastery at a time and can change them on a Short Rest.
Level 6: Heart of Stone
When you activate your Rage, willing creatures of your choice (up to 10) within a 15ft radius of yourself are shielded by the earth and are marked by Heart of Stone.
During your Rage, Allies gain +2 AC and gain Temporary Hit Points equal to 1d12 plus your Constitution Modifier. This bonus ends when your rage ends, but allies are still marked by this ability until you finish a Long Rest.
You can use this ability up to 2 times, You regain all expended uses when you finish a Long Rest.
Heart of Stone’s range is increased to 30ft at Level 10
Level 6: Nature’s Endurance
When an Ally marked by Heart of Stone within 30ft of you takes an attack to their AC or is forced to make a Strength, Dexterity, or Constitution saving throw, you can use your Reaction to add your Constitution modifier to their AC or saving throw.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Nature’s Endurance’s range is increased to 60ft at Level 10
Level 10: Life Dew
You spend ten minutes in a meditative, trance-like state. At the end of the ten minutes, you roll half of your Barbarian Hit Dice rounded down plus your Constitution Modifier and recover Hit Points equal to the total. You do not expend Hit Dice when using this feature.
Once you use this feature, you can’t do so again until you finish a Long Rest
Level 14: Land’s Wrath
As an Action, you strike the ground and choose a point you can see on the ground within 120ft of yourself. The earth opens and attempts to viciously swallow each creature of your choice in a 30ft radius centered on that point. Each chosen creature in that area must make a Strength saving throw (DC = 8 + Proficiency Bonus + Constitution Modifier).
On a failed save, a creature takes 3d10 bludgeoning damage and is sunk into the earth at chest height and restrained, or half as much on a successful save and is not sunk into the earth. When a creature is trapped in the earth, they can roll a Strength saving throw at the end of their turn to try and escape by hand.
This Ability does extra damage based on the number of Allies who are marked by Heart of Stone that are within a 60ft radius centered on that point. For each marked Ally, this ability deals an additional 1d10 bludgeoning damage to each affected creature (maximum of 10d10 additional dice).
You can use this ability twice per Long Rest.
Level 14: Protective Rage
When an Ally marked by Heart of Stone takes damage and is dropped to 0 Hit Points and doesn't die outright, they can make a DC 10 Constitution saving throw. If they succeed, their Hit Points are instead changed to a number equal to your Barbarian Level.
Once this feature is used on a marked Ally, they are no longer marked by Heart of Stone and cannot be marked again until a Long Rest
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