Barbarian
Base Class: Barbarian

"The Rhizarchs cultivate obedience. The Heartroot cultivates survivors."

Most who are bound to the hjartarot become servants, vessels, or victims. A rare few emerge changed. Whether through failed implantation, prolonged exposure, ancestral connection, or sheer force of will, the roots do not dominate these individuals—they become part of them.

Heartroot Barbarians carry living strands of the World Root through their flesh. Beneath their skin, pale roots pulse alongside veins. Their dreams are haunted by forgotten lives, distant memories, and whispers from the vast root network hidden beneath Tatharond.

When they rage, those roots awaken.

Level 3: Rootbound Rage

When you enter a Rage, living roots erupt across your body.

Choose one manifestation whenever you begin your Rage.

Ironwood Roots

Dense roots reinforce your body.

  • Gain temporary hit points equal to your Barbarian level + Constitution modifier.
  • While raging, you cannot be moved against your will.

Thornlash Roots

Barbed vines lash at nearby enemies.

Once per turn when you hit a creature with a melee attack, you deal additional piercing damage equal to your Proficiency bonus.

Creeping Roots

The roots pull you across the battlefield.

Your speed increases by 10 feet.

When a creature moves within 5 feet of you that space is considered difficult terrain.

You may select a different manifestation each time you Rage.

At level 10 you may use a bonus action to change the manifestation. (losing temp hp if changing from Ironwood Roots)

Level 3: Heartroot Manifestation

The roots grant strange memories and unnatural resilience.

You gain proficiency in one of the following skills:

  • Nature
  • Survival
  • Insight
  • Perception

Whenever you finish a long rest, you may replace that proficiency with another option from the list as memories from different lives surface within your mind.

Additionally, you learn Druidic if you do not already know it and a single use of Speak with Plants spell per day.

Insight

Choose One

Nature

Choose One

Perception

Choose one

Survival

Choose one

Level 6: Heartroot Communion

At 6th level, your connection to the World Root deepens. During a long rest, you may enter a meditative communion with the Root and choose one of the following manifestations.

You may change your Communion whenever you finish a long rest.

Communion of the Warden

"The Root remembers its guardians."

Ancient warriors lend their strength to your body.

Benefits

  • Gain proficiency in one martial weapon of your choice.
  • While raging, your weapon attacks count as magical.
  • Once per turn while raging, when you hit a creature with a weapon attack, you may push it 10 feet.

Flavor

The spirit of a forgotten protector manifests through you.

Roots may briefly wrap around your weapon when striking.

Communion of the Tender

"The Root remembers those who nurtured life."

You carry a fragment of the World Root within you.

Benefits

You gain a Small Rootling companion.

The Rootling:

  • Acts on your initiative.
  • Cannot attack.
  • Has AC = 13 + PB.
  • HP = 5 × your Barbarian level.
  • Can move 30 feet.

As a bonus action the Rootling may:

  • Deliver touch-based abilities.
  • Help an ally.
  • Stabilize a dying creature.
  • Carry small objects.

If destroyed, it regrows during a long rest.

Flavor

The Rootling may appear as:

  • A wooden animal.
  • A vine-covered spirit.
  • A walking flower.
  • A miniature hjartarot sapling.

Communion of the Deep Root

"The Root remembers what lies beneath."

Your senses spread through the earth.

Benefits

  • Gain Tremorsense 30 feet while touching natural ground.
  • You cannot be surprised while touching natural ground.
  • Once per short rest, you may spend one minute touching earth or roots to ask the DM one question about the surrounding area.

Examples:

  • Has someone passed here recently?
  • Is danger nearby?
  • What emotion lingers here?

The answer comes as impressions and memories.

Level 10: Grasp of the Deep Root

Your connection to the hidden root network strengthens.

Whenever you hit a creature with a melee attack while raging, you may force it to make a Strength saving throw.

Save DC = 8 + proficiency bonus + Constitution modifier

On a failure:

  • The creature is restrained by roots until the start of your next turn.

You may use this feature a number of times equal to your Constitution modifier per long rest.

Additionally, while touching natural ground, you gain tremorsense out to 60 feet.

Level 14: Avatar of the Heartroot

You become a living extension of the World Root.

When you enter Rage, you may activate one of the following options.

For the duration of that Rage:

Root Colossus

Your size becomes Large if you are not already larger.

Your reach increases by 5 feet.

Living Regrowth

At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have at least 1 hit point remaining.

Root Network

You gain telepathy out to 60 feet.

Any willing creature connected to your telepathy gains advantage on Wisdom saving throws.

Heartroot Fury

Once on each of your turns, when you hit a creature, roots erupt through the ground.

The target takes an additional 2d8 piercing damage and must succeed on a Strength saving throw or be knocked prone.

Once you use Avatar of the Heartroot, you can't do so again until you finish a long rest.

Path Of The Heartroot Image

Comments

Posts Quoted:
Reply
Clear All Quotes