Base Class: Barbarian
(The subclass is a reskin, with some changes, of the Storm Herald subclass for Barbarians. More focus is put on aspects of Forests, Jungles, and other Woodland areas rather than multiple regions of the world.)
Not the stereotypical nomadic tribes, these barbarians are the guardians of the deep forests, dark jungles, and massive woodlands. They channel nature's wrath to protect their home in troubled times or to take revenge on those that disrespect mother nature.
Nature Aura
Starting at 3rd level, you channel nature's vengeance into a magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose The Swarm, The Marsh, or The Tangle. Your aura’s effect depends on that chosen woodland aspect, as detailed below. You can change your aspect choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
The Marsh
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Constitution saving throw. The target takes 1d6 poison damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
The Swarm
When this effect is activated, all other creatures in your aura take 2 acid damage each as a swarm of insects assail your surroundings. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
The Tangle
When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as nature's vitality infuses itself into the creatures. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Nature's Soul
The Marsh
You gain resistance to poison damage, and you are able to ignore the effects of rough terrain while raging.
The Swarm
You gain resistance to acid damage and advantage against being poisoned. In addition, you gain advantage on Nature checks to discern if a creature or plant is innately poisonous/toxic.
The Tangle
You gain resistance to Lightning damage and have advantage on checks against being grappled or restrained. You also gain a climb speed of 30 feet.
Nature's Shroud
At 10th level, you learn to channel nature to protect others. Each creature of your choice has the damage resistance you gained from the Nature's Soul feature while the creature is in your Nature Aura.
Nature's Rage
At 14th level, the power of nature allows you channel mightier effects that lash out at your foes. The effect is based on the aspect you chose for your Nature Aura.
The Marsh
When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature is drained of energy, causing it to fall prone in exhaustion.
The Swarm
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes acid damage equal to half your barbarian level as a dense swarm of insects belabor the target.
The Tangle
Whenever the effect of your Nature Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical vines prevent it from moving.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/1/2020 9:41:39 PM
|
13
|
0
|
0.1
|
Coming Soon
|
Comments