Barbarian
Base Class: Barbarian

Tree stuff for your barbarian, I'm trying to hurry.

Level 3: Commune With the Wild

Starting at 3rd level, you develop a keen awareness of the natural world around you. You can spend 1 minute in uninterrupted contact with your surroundings (plants, animals, the wind, the earth) to glean information. You can ask simple questions about the immediate area (within one mile). The environment might respond with sensory input (the direction of a recent large creature, the presence of water, signs of danger) or through the behavior of local wildlife. The clarity and detail of the information depend on the environment and the types of questions asked. Receiving information this way functions the same as the Augury spell.

Level 3: Arboreal Form

Starting at 3rd level, your connection to the wild begins to physically alter you, granting you traits reminiscent of the plant kingdom. You gain the following features:

● Grasping Vines: Your arms lengthen and become like thick, flexible vines, making your unarmed attacks more devastating. When you make an unarmed attack using Strength that attack gains the Reach property and deals 1d8+STR bludgeoning damage. Furthermore on your turns, you can also make this attack with your bonus action, adding half your STR to the damage roll instead. The damage you deal with these unarmed attacks increases as you level. Starting at 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
● Treetrunk Toughness: When you channel your primal fury you are able to shrug off damage the forest endures regularly. While raging, you gain resistance to Cold, Fire, Lightning, and Thunder damage.
● Vital Sap. Your connection to nature causes life-giving sap to flow when you are wounded. While Raging, if you take damage from an enemy’s attack, you can use your reaction to reduce that damage by your Barbarian level + your Proficiency bonus. You can use this feature up a number of times equal to your proficiency bonus and regain any spent uses when you finish a long rest.

Level 3: Nature's Fury

The natural energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Natural Fury table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

D8

Effect

1

Entangling Vines: Thick vines erupt from the ground in a 20-foot radius centered on you. Each creature of your choice in that area must succeed on a Strength saving throw or be restrained until the end of your next turn as the vines coil around them.

2

Gale Force Fury: You become the eye of a miniature, furious gale. Until your rage ends, you can use your bonus action to move up to 30 feet. During this movement, you do not provoke opportunity attacks and when you move within 5 feet of a creature, that creature must succeed on a STR saving throw or be knocked prone.

3

Fruit of the World Tree: Small, glowing berries sprout across your body. A number of berries appear equal to 1d4 + your Proficiency Bonus. Until your rage ends, any creature can use its action to pluck and eat one berry. Doing so restores 1d4 hit points. These berries wither and disappear when your rage ends.

4

Thorny Retribution: Your skin sprouts sharp, wooden thorns. Until your rage ends, whenever a creature hits you with a melee attack while within 5 feet of you, that creature takes piercing damage equal to your proficiency bonus.

5

Rabid Spores: Your body releases tiny, mind-altering spores until your Rage ends. When an enemy begins its turn within 10 feet of you, it must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the start of its next turn. A creature that does not need to breathe or is immune to poison is unaffected by these spores.

6

Nature’s Endurance: You are able to share a touch of nature’s resilience with your allies. A number of creatures up to your proficiency bonus that you can see all gain resistance to a damage type you are resistant to. This resistance

7

Entangling Undergrowth: You compel the grasses, flowers, vines, etc. around you to hinder your enemies. Until your rage ends, the ground within 15 feet of you becomes difficult terrain for any number of creatures you choose. This area is centered around you and when you move this area moves with you.

8

Primal Growth: The surge of primal magic floods your body, causing you to grow rapidly. Until your rage ends, you gain the following benefits:

● You become one size category larger.

● You gain temporary hit points equal to 1d10 + your Proficiency Bonus.

● The reach of your unarmed strikes increases by 5ft.

● Your unarmed strikes deal an additional 1d4 damage.

Level 6: Nature's Embrace

Your connection to the wild deepens, allowing you to channel its diverse energies. As an action, you can touch one other creature and bestow one of the following natural blessings of your choice to that creature:


● Gust of Guidance: For 10 minutes, the creature is surrounded by a subtle, swirling wind. Whenever the creature misses an attack roll that creature can use its reaction to roll a d4 and add that number to that result, potentially turning that miss into a hit.
● Swarm Assistance: For 10 minutes, a tiny swarm of helpful insects (such as bees, butterflies, or beetles) flits around the creature. When the creature is targeted for an attack, they can spend their reaction to decrease the roll for that attack by 1d4, potentially causing that attack to miss. Alternatively, if that creature fails a saving throw, they can spend their reaction to add 1d4 to the result, potentially turning that failure into a success.

The dice used for these abilities increase as you gain levels. Starting at 1d4 at 6th level, 1d4 at 11th level, and 1d8 at 17th level.

You can take this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10: Controlled Surge

As you continuously bathe yourself in the primal fury of nature, you begin to grasp its ebbs and flows, granting you a degree of control of its expression on your body.

Whenever you roll on the Nature’s Fury table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

When you reach 15th Level, when you roll two dice for the on the Nature’s Fury table, the results for both dice each activate at the same time. If you roll the same number on both dice, you select two effects to activate.

Furthermore, when you reach 19th level, you gain absolute control over nature’s furry coursing through you. You no longer need to roll on the Nature’s Fury table, instead you select two effects and both activate.

Level 14: Retaliation Surge

When you are imperiled during your rage, the magic within you can lash out. Immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Nature's Fury table and immediately produce the effect rolled. This effect replaces your current Nature's Fury effect.

Comments

Posts Quoted:
Reply
Clear All Quotes