Rootwraith (5e Subclass)

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Rootwraith[edit]

Fighter Subclass

In the deep heart of ancient forests, where sunlight barely touches the ground and the air is thick with the scent of moss and decay, there dwell spirits intertwined with the essence of the woodland. Among these spirits, the Rootwraiths stand as guardians of the verdant realms, drawing their power from the labyrinthine network of roots that weave through the soil beneath. These fighters are more than mere warriors; they are the embodiment of the forest's resilience, its silent strength, and its inevitable, creeping growth. Bound to the eternal cycle of life, death, and rebirth, Rootwraiths harness the power of roots to manipulate the battlefield, entangle foes, and draw sustenance from the earth itself. As defenders of the wilds, they blur the line between the material world and the spirit realm, becoming one with the ancient heartbeat of the forest.

Rootbound Warrior

At 3rd level, a Rootwraith learns to draw upon the ancient strength and resilience of the forest's roots, entwining their fate with the enduring power of the earth. You gain the following benefits :

  • Rooted Stance : As a bonus action, you can root yourself in place, gaining advantage on Strength and Constitution saving throws, and resistance to all damage except psychic until the start of your next turn. While rooted, your movement speed is reduced to 0. This ability can be used a number of times equal to your Constitution modifier (minimum of once) and is replenished after a long rest.
  • Grasping Tendrils : Whenever you hit a creature with a melee attack, you can cause roots to erupt from the ground, attempting to bind your foe. The target must succeed on a Strength saving throw or be restrained until the end of your next turn. You can use this feature a number of times equal to your Strength modifier (minimum of once), replenishing all uses after a long rest.
Root Shield

You learn to conjure a protective barrier of thick roots around yourself or an ally within 30 feet as a reaction to them being attacked. This grants temporary hit points equal to your fighter level + your Constitution modifier. If these temporary hit points prevent damage from a melee attack, the attacker must succeed on a Strength saving throw against your Fighter subclass save DC or have their speed reduced to 0 until the end of their next turn, representing roots entangling their feet.

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.

Rootbound Resilience

At 7th level, your connection with the earth's roots enhances your endurance and recovery. You gain the following benefits :

  • Whenever you spend a Hit Die to regain hit points during a short rest, you regain additional hit points equal to your Constitution modifier.
  • You gain advantage on saving throws against being knocked prone.
  • You can, as an action, touch the ground and gain a number of temporary hit points equal to your fighter level. These temporary hit points last for 1 hour or until depleted.
Root Surge

At 10th level, you can channel the primal energy of the earth's roots to empower your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can choose to deal an additional 1d8 force damage. Additionally, the target must succeed on a Strength saving throw against your Fighter subclass save DC or be pushed up to 10 feet away from you, as roots erupt from the ground to shove them backward.

Furthermore, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while you are standing on natural terrain such as soil, grass, or stone.

Root Guardian

At 15th level, your affinity with the roots allows you to summon a protective guardian made of intertwined roots. As an action, you can cause roots to surge from the ground, forming a guardian in an unoccupied space you can see within 30 feet. This guardian lasts for 1 minute or until dismissed as a free action.

The guardian has hit points equal to twice your fighter level + your Constitution modifier. It has an AC of 10 + your proficiency bonus and can make attacks using your weapon attack modifier, dealing 2d6 + your Constitution modifier in bludgeoning damage. It acts immediately after your turn in combat.

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

Root Sovereignty - Verdant Embrace

At 18th level, you fully merge your essence with the primal energy of the roots, becoming a living embodiment of nature's strength and resilience. You gain the following benefits :

Verdant Embrace : As an action, you can surround yourself with a swirling vortex of roots and foliage, granting you several benefits :

  • You gain temporary hit points equal to your fighter level + your Constitution modifier.
  • You emit an aura of entangling roots in a 20-foot radius around you. Creatures of your choice within this aura must make a Strength saving throw against your Fighter subclass save DC (8 + Proficiency Bonus + Wisdom Modifier) or be restrained until the start of your next turn.
  • While the aura is active, any hostile creature that starts its turn within 10 feet of you takes 2d8 force damage as the roots lash out.

You can maintain Verdant Embrace for up to 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

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