Barbarian: Path of Flora

by MrIpsilon

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Primal Path: Flora

In the same vein that a Totem Guardian channels the essence of animals through their rage, the Path of Flora utilizes the beauty and fortitude of plants in their rage. The source of this power is usually magical in nature, be it a blessing from a treant or a product of mixing arcane botany into close-quarters combat. Whether or not you fully understand the life force you wield, it is yours to control how you deem fit.

Sylvan Soul

You gain proficiency with herbalism kits if you do not have it when you choose this Primal Path at 3rd level, and you learn to read, write, and speak Sylvan.

In addition, you learn the druidcraft and thorn whip cantrips, and the goodberry and speak with plants spells. Your casting ability for these spells is Wisdom. You have a number of flora points equal to your barbarian level: to cast a leveled spell, you must expend a number of flora points equal to the spell's level, up to a maximum of 5th level.

All spells gained through the Path of Flora with a casting time of 1 minute or less can be cast while you are raging, as you permit the spirits of nature to perform their magic during your empowered state. You have disadvantage on concentration checks while you are raging.


Note on 20th-Level Flora Barbarians

Primal Champion does not permit unlimited spellcasting by Sylvan Soul's ruling of "maximum spell slots equal to maximum rages." Just like 19th level, a 20th-level Flora Barbarian would have a maximum of 6 minimum-level "spell slots," unless your DM is feeling particularly benevolent in choosing to override or lessen this errata.

























Living Thorns

Also at 3rd level when you choose this path, your rage causes plants to wind around your body and act as a form of natural armor, increasing your Armor Class by your Rage damage bonus while you are raging.

When you are hit by a melee attack while raging, the attacker takes 1d4 piercing damage. The die you roll for this damage increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

You must be in some contact with plant matter in order to gain the effects of this feature, be it standing in a forest or holding a handful of moss. You cannot benefit from this feature if there is no plant life within 10 feet of you, but you can carry organic plant matter with you to circumvent this restriction.

Taking necrotic damage while raging forces you to make a Constitution saving throw with a DC equal to half of the damage taken. This DC cannot be higher than 25. If you fail, the life force driving your rage withers, making you unable to Rage for 1 minute.

Nourishing Presence

Starting at 6th level, your rage is imbued with the plant’s complacent spirit as opposed to the fires of your humanity. While you are raging, you can choose to shed your Living Thorns to have the plant matter act as a healing spirit. You can use a bonus action to have the spirit move up to 30 feet and touch a creature. The targeted creature regains hit points equal to a roll of your Living Thorns die plus your Wisdom modifier.

Maintaining the spirit requires your concentration, but you do not have disadvantage on concentration checks to maintain the spirit due to raging. The spirit disappears when your Rage ends, or if you lose conentration.

Green Paragon

Starting at 10th level, your connection to natural magic becomes stronger than ever. You learn the shillelagh cantrip and the following spells are added to your Flora list: barkskin, commune with nature, druid grove, entangle, grasping vine, plant growth, spike growth, transport via plants, and water breathing.

You may consider your Living Thorns a legal target for your shillelagh spell. If you do, the feature deals magical damage and allows you to add your Wisdom modifier to the damage of the thorns for the spell's duration.

Arboreal Attunement

Starting at 14th level, you can channel specific plant species through your rage. You may improve your Living Thorns in one of the following ways while you are raging. Once you declare your choice, you cannot change it until you stop raging. Plant matter created by this feature rots away 24 hours after the rage ends if left nourished.

Evergreen. Waxy needles take the place of your ordinary thorns. You gain resistance to fire and cold damage.

Fruit. Whenever you cast goodberry, you create an additional number of berries equal to your Wisdom modifier. In addition, you may roll 2d6 for your Nourishing Presence healing.

Ivy. Your thorns become laced with a chemical irritant. As a reaction, you can force a pricked by your Living Thorns to make a Constitution saving throw, with a DC of 12 + your Wisdom modifier. They take 3d8 acid damage on a failed save or half as much on a successful one.

Moss. Medicinal moss sprouts across your body. You are immune to the poisoned condition and have all healing you receive increased by your Constitution modifier. If you are poisoned when you gain Mossy Living Thorns, you are cured of the condition.

Mushrooms. Toxic fungus lines the edges of your thorns. As a reaction, you may have your Living Thorns inflict poison damage instead of piercing, and force the attacker to make a Constitution saving throw with a DC of 12 + your Wisdom modifier or become poisoned.

Petals. Colorful flowers cover whatever thorns encase your enraged form. As a reaction after activating your Living Thorns, you can attempt to intoxicate the attacker with floral pheromones. The creature must make a Wisdom saving throw with a DC of 12 + your Wisdom modifier or become charmed by you for 1 minute. The saving throw may be re-attempted every round. In addition, your Charisma score increases by 2.

Roots. Your thorns adopt heartier and thicker foundations. You gain temporary hit points equal to your barbarian level and advantage on all Constitution saving throws.

Thistle. Bristly serrations decorate your thorns. You may roll 2d6 when rolling for damage dealt by your Living Thorns.

Page 1 | By MrIpsilon
Variant: Carnivorous Plants

As an alternative to Living Thorns, where the designed interpretation has sharpened wood or bramble being used as a defense mechanism, you can have your rage manifest in the form of carnivorous plants attached your own being. Perhaps the plants appear as ordinary foliage upon your shoulder, but once you enter a rage, they gain sentience and act as conduits of your sylvan fury.

If a player chooses this option for their character (perhaps one by the name of Pamela Isley), damage dealt by Living Thorns can instead be considered to be damage dealt by the biting attacks of these plants, and Arboreal Attunement strictly influences these plants' attacks. For example, an Ivy-modified carnivorous plant could have corrosive digestive juices, or even be re-flavored as a pitcher plant; Petal-enhanced carnivorous plants could inflict hallucinogenic effects; Thistled carnivorous plants could be simply bigger and nastier; it's all a matter of flavor to the player. DMs are free to manipulate this Path's features to better suit the use of carnivorous plants, or even give them their own personal statblocks.


Credits

Sub-class created by MrIpsilon.
Page 1 image: Origin not found (sourced from Victoria McNalley)
Page 2 image: "Isara" by Ivona Denovic

Page 2 | By MrIpsilon
 

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