Brambleknight (5e Subclass)

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Brambleknight[edit]

Fighter Subclass

In the heart of the ancient forests, where the canopy stretches wide and the roots delve deep, the Brambleknights stand vigilant. These unique warriors have forged a sacred pact with the natural world, blending martial prowess with the untamed essence of the wilderness. Clad in armor interwoven with living vines and wielding blades edged with thorns, the Brambleknights are the forest's sworn protectors. They draw their strength from the very earth, channeling the resilience of the oak and the cunning of the fox into their combat techniques.

Green Arsenal

Starting at 3rd level, you can call upon the forest to arm you in battle. As a bonus action, you can summon a weapon made of living wood and hardened sap. This weapon can be any simple or martial weapon that you are proficient with, and it lasts for 1 minute or until you dismiss it (no action required). While holding this weapon, you gain a +1 bonus to attack and damage rolls made with it, and the weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Nature's Resilience

At 3rd level, alongside your ability to summon weapons from the living essence of the forest, you gain the innate vitality and resilience of the wilds. Whenever you finish a short or long rest, your bond with nature imbues you with a protective vigor. You gain temporary hit points equal to your fighter level plus your Constitution modifier. These temporary hit points last until they are depleted or until you finish your next long rest.

Additionally, while in natural surroundings (forests, jungles, groves, etc.), you have advantage on saving throws against being charmed or frightened, reflecting your deep harmony with the natural world and your resistance to being unnerved or swayed from your purpose.

Wildheart Endurance

By 7th level, your symbiotic relationship with nature has enhanced your physical endurance and your ability to withstand harsh conditions. You gain resistance to poison damage and advantage on saving throws made against poisons or diseases, reflecting your body's adaptation to the natural toxins and pathogens found in wild environments. Additionally, you can ignore difficult terrain created by nonmagical plants and natural growth, moving through underbrush, vines, and similar obstacles without impediment.

Guardian of the Grove

At 10th level, your protective nature expands, allowing you to shield your allies with the power of the forest. As a reaction when an ally within 30 feet of you takes damage, you can summon a barrier of thick vines to absorb some of the impact. The ally gains resistance to that instance of damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Eyes of the Wild

At 15th level, your senses attune to the rhythms and secrets of the natural world, granting you unparalleled perception. You gain proficiency in the Perception skill if you don't already have it, and if you do, you can add double your proficiency bonus to checks made with it. Additionally, you can cast the locate creature spell once, without expending a spell slot, and you regain the ability to do so after finishing a long rest. When you cast this spell, it doesn't require material components, and it can only locate creatures that are within or adjacent to natural terrain.

Verdant Avatar

By 18th level, you have fully merged your essence with the primal energy of the forest, becoming a living embodiment of nature's wrath. As a bonus action, you can transform into a Verdant Avatar for 1 minute. While in this form, you gain the following benefits:

  • Your size increases by one category, to a maximum of Huge.
  • You gain a +2 bonus to AC.
  • Your attacks deal an additional 1d10 force damage.
  • You have advantage on Strength and Dexterity saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through nonmagical difficult terrain created by plants and natural growth without expending extra movement.
  • You can speak with plants at will.

Once you use this feature, you can't use it again until you finish a long rest.

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