Base Class: Barbarian
When the forests and jungles of the world are in danger, they must sometimes rely on mortals to defend them. A barbarian of this path has a connection to these verdant places, and calls upon primal spirits to transform them into a treant-like warrior when they rage.
Some tribes have produced verdant wardens every generation as part of ancient traditions dating back to the time of ancestors. Other wardens learn their ways not from their tribe, but from the forest itself.
(This path should satisfy players who miss the Warden class from 4th edition.)
Sylvan Avatar
Starting at 3rd level, your rage transforms you into an avatar of the forest. Your skin hardens into thick bark, your hair turns to leaves or grass, and your footsteps stir the natural plant life around you.
While raging, you gain a +1 bonus to AC, you have resistance to radiant damage, and you count as a plant in addition to your other types. In addition, each time you enter your rage, you choose one of the following options to augment your form until your rage ends.
Branches. Your limbs become like the long swaying branches of an elderly oak tree. In this form, your reach with melee attacks and touch effects is increased by 5 feet, and your walking speed is increased by 10 feet.
Roots. Your legs grow roots through the ground to impede your enemies. In this form, you can't be knocked prone, enemies treat the ground within 15 feet of you as difficult terrain, and when you are pushed or pulled, you can reduce the distance you are moved by up to 10 feet.
Vines. Your skin all across your body sprouts strong vines to help you cling to things. In this form, creatures have disadvantage on any ability checks made to escape from your grapples, you can't be disarmed, and you have a climbing speed equal to your walking speed that you do not need free hands to use.
Speak for the Trees
At 6th level, you gain the respect of the forest's flora, and they gain respect for you. You come to understand their lives, their fears, and their needs. This deep primal bond grants you some benefits:
- As the forest fears the flame, you become a symbol of extinguishing those flames. You and objects you carry can't be on fire (except for magical fire such as the immolation spell), and both you and the objects you carry have resistance to fire damage.
- As the forest needs the sun, you grow to bask in its energy. If you spend the entire duration of a short rest in direct sunlight, you can choose to regain hit points equal to your barbarian level at the end of the rest. Once you have done this, you cannot do so again until you finish a long rest.
- As the forest is a community, you must learn how to communicate to it. You can speak to plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You also have advantage on all Charisma checks you make to influence or interact with them.
Canopy Traveler
At 10th level, you become attuned to the forests and jungles of the land, and the oldest roads, their branches. You ignore difficult terrain caused by foliage such as plants or fungus, and you have a climb speed equal to your walking speed when climbing trees or other flora, including plants and fungus.
You can also use a bonus action or an action on your turn to create a length of vine. You choose to create the vine from either your hand or from a point that you can see within 30 feet on a flat and stable surface.
If you create from your hand, you produce a 60-foot length of untethered vine that acts as tough rope. If you create from a point, you produce a 30-foot length of vine which stretches toward you while staying firmly planted in the surface. The vine can hold up to 1000 lbs, it has 16 AC and hit points equal to 10 + twice your barbarian level, and it is vulnerable to slashing damage.
The vine disintegrates into mush after 10 minutes, when you create another vine, or when you use another bonus action to destroy it.
Wild Regrowth
At 14th level, you draw the energy of nature into you in times of peril. When you begin your turn while raging, if you have no more than half of your hit points left, you regain hit points equal to 2 + your Constitution modifier (minimum 1 hit point), plus 3 additional hit points if you are in direct sunlight.
Previous Versions
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