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BARBARIAN

Path of the Earthen Protector

BARBARIAN

The Path of the Earthen Protector is meant for those who feel a calling to the natural world, and a need to protect it. Whether this is from a spirit asking for your aid, a nature deity reaching out to you, or your personal convictions to protect nature, you have sworn to protect it.  Barbarians who follow this path often find themselves alongside druidic clans or roaming nomads outside the bounds of urban society.


Mother's Tongue

Starting at 3rd level, you are able to speak with plants similarly as other barbarians and druids speak with animals.  You can communicate with nonmagical plants, and are able to understand simple, one-word answers from them. Communication in this fashion is conveyed silently by emotion and subtle movements, rather than a traditional spoken language or telepathy.


Nature's Wrath

When you reach 3rd level, the power of your rage is fueled by the world around you. When you rage, consult your DM what environment you are currently in, from the following list. Your rage changes based on the environment.

Environment

Rage

Arctic (Winter's Bite)

When you enter your rage, you gain resistance to cold damage. As well, a creature hit by a melee weapon attack by you has it’s speed reduced by 10 feet until the end of it’s next turn.

Coast (Tidal Force)

When you enter your rage, your melee weapon attacks reach an additional 5 feet on your turn. When you hit with a melee weapon attack on your turn, Large or smaller creatures are pushed or pulled 5 feet away or toward you.

Desert (Silica Reprisal)

When you enter your rage, you gain resistance to fire damage. When you are hit with a melee attack within 5ft of you, the target takes half of your rage damage in fire damage, rounded up.

Forest (Woodland Protector)

When you enter your rage, you can summon a twig blight. The blight gains a number of additional hit points equal to twice your Barbarian level, and can make a number of attacks equal to the number of attacks you have. The blight also adds your proficiency bonus to its attack and damage rolls. When you rage, and each turn after while you are raging, you can use your bonus action to command the blight to attack. If you give it no command, it will take the Dodge action and defend itself. The Twig Blight disappears when your rage ends.

Grassland (Nature's Bounty)

When you enter your rage, the bounty of the fertile grasslands protects you. You gain a number of temporary hit points equal to your rage damage, and gain these temporary hit points at the start of each of your turns until your rage ends.

Mountain (Stone Power)

When you enter your rage the strength of the mountain empowers you. Once per turn when you hit with a melee weapon weapon attack, you can add your rage damage a second time. As well, when you are on the ground, you can reroll 1’s and 2’s on your damage dice, but must use the new roll.

Swamp (Swamp Strike)

While you are in your rage, you have a swimming speed equal to your walking speed, and ignore nonmagical difficult terrain. As a bonus action on each of your turns, you can summon spectral swamp beasts to rake across your enemies. Make a melee weapon attack against a creature within 15 feet of you. That creature takes 1d6 plus your rage damage bonus in force damage. This damage increases to 2d6 at 10th level, and 3d6 at 15th level in this class.

Underdark (Undermountain Eyes)

When you enter your rage, you gain blindsight out to a range of 15ft. If you already have blindsight from another source, this range increases by 15ft. On your turn during your rage, you can use a bonus action to hide. At 14th level in this class you also become invisible until the start of your next turn if you are in darkness or dim light when you hide while raging.

Underwater (Maelstrom)

You are able to breath underwater and gain a swimming speed equal to twice your walking speed. Additionally, you may choose a number of creatures equal to your proficiency bonus within 30ft of you and grant them this benefit for 1 minute, even if your rage ends.

Urban (Construction Destruction)

When you enter your rage, you deal double damage to objects and structures. Additionally, when you attack a construct or humanoid you deal an additional 1d6 force damage.

Woodland Protection

Starting at 6th level, nature binds itself to your very skin. You become permanently under the effects of the barkskin spell. You can choose the appearance of the spell effect or can choose to make it invisible.


Nature's Aggression

At 10th level, nature comes to your aid when you need it most. Once per long rest you can enter an Earthen Form.  While in this form you gain the following benefits:


  • You gain 10 temporary hit points.

  • You make Wisdom saving throws with advantage.

  • You make Strength and Dexterity-based attack rolls with advantage.

  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Starting at 14th level, you can enter this form twice per long rest.


Strength of Plant and Earth

Starting at 14th level your attunement with nature has resulted in physical enhancements to your body. You gain the following benefits:

  • The amount you can push, drag, and lift doubles as well as your carrying capacity.

  • You can carry Medium or smaller creatures without reducing your speed.

  • You gain resistance to Poison damage.  You also gain resistance to Cold, Fire, or Lightning damage.

  • Once per turn, while raging, you may add an additional 1d12 bludgeoning damage to a melee weapon damage roll.

  • You gain advantage on attack rolls against nonmagical structures.

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