Path of the Dire Herb

Bullweed, it grows all over this strange land, in dry places, between rocks, in forest groves. The beasts who eat it go mad with aggression as their muscles bulge and the attack everything in site. Their offspring grow to legendary sizes and become the subjects of myths and tales. Those of strong fortitude may turn the properties of this plant to their advantage by adopting some druidic herbal wisdom. These warriors know how to break the plant into it's basic alchemical components and use them to give them great power in battle. Beware though, for the long-term exposure to the herb may make you much like the beasts that roam the land in search of it.

Path Features

Herbal initiate

At 3rd level the barbarian gains proficiency with the Herbalism kit. While taking a short or long rest, the Barbarian may use his kit to make a tincture of Bullweed. For each clove of the plant used, roll an Intelligence check with the kit proficiency. 1 Tincture will automatically be produced, and if the roll result was greater than a 10, the barbarian may make make another and repeat the roll. A maximum of 5 tinctures may be made for each clove of the weed used.

Accelerated Metabolisis

Upon reaching 3rd level, the Barbarian has learned how to accelerate the enlarging effect of the Bullweed, causing a rapid, but temporary size increase fueled by his own raging blood. As part of the bonus action used to begin a rage, the Barbarian may choose to swallow a Bullweed Tincture. If he does so, he will be under the Enlarge effect of the Enlarge/Reduce spell for the duration of his rage. While enlarged and raging in this manner, the Barbarian may use his bonus action to make a Shove Attack on each turn during his rage.

Dire acclimation

At 6th level, the barbarian's body has begun to exhibit resilience to toxins after repeated exposure to his herbal compounds. He now has Resistance to Poison Damage.

Formula inversion

At 6th level, the barbarian has learned to invert the tincture formula to get the opposite of Bullweed's usual effects out of it. The Barbarian may take a Tincture and expend one use of Rage to gain advantage on Intelligence, Wisdom, and Charisma checks for an hour. The bonuses end early if the Barbarian enters a rage.


Dire Physique

At 10th Level, the Barbarian's skin has grown thicker, his hair is coarser and more prolific, and he has developed a wild, musky aura. He has learned to brace his hardened body against attacks and avoid the worst parts of injuries. As a reaction, he can reduce damage done by an attack or any effect that your Danger Sense applies to by a d8 + Con. This increases to a d10+Con at lvl 14. Additionally, any beasts that attempt to attack him must make a wisdom save (DC=10+Con) or automatically miss as they are intimidated by this clear Alpha warrior.

Master of Predation

At 14th level, the Barbarian has become a ferocious example of natural ability. The mystical properties of this dire herb have mutated him into more than he was. Upon reaching level 14, choose one of the following adaptations.

Wild Venom

The Barbarian's unarmed attacks now do an additional 2d6 poison damage. Additionally, any creature that bites the Barbarian must make a Constitution Saving Throw (DC 10+Con) or be poisoned for 1d4 rounds.

Dire Pounce

The Barbarian may use his action to move up to his speed and make a melee attack. The Barbarian may jump as part of this movement, and is considered to have a running start. If the barbarian moves at least 20 feet before this attack hits, it deals an additional d10 of the same type of damage normally done by the attack.

Death Grip

Any creature grappled by the Barbarian has disadvantage on rolls to control or escape the grapple. Additionally, the Grappling Barbarian may slowly crush, tear, or choke the grappled creature, either restraining the grappled creature OR automatically dealing 1d10 Necrotic Damage each round the Grapple is maintained - the Barbarian makes this decision each round.