Base Class: Barbarian
These barbarians act as protectors of lost spirits, caretakers and gurus, and use their rage to get closer to that dream world they protect and yearn for, making it a very useful resource in their day-to-day, bonding and flourshing with their environment.
This kind of barbarian does not like harming the nature that surrounds them, and they work hard to make it bloom and healthy, putting effort even with the smallest plant or pinch of grass.
Nature's Calling
Starting at the 3rd level, your time in nature strengthens and blesses you.
You learn the Druidcraft cantrip, and you can cast it while raging. Additionally, you gain proficiency with the Nature skill and with the Herbalism Kit.
Spiritual Link
At 3rd level, spirits and animals approach you and bestow their strength or even themselves to you.
When you go into rage, choose one of the possible Spiritual Links to determine which avatar comes to your aid, or roll a d6.
If the avatar requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
- The white Wolf merges with you. You gain lupine traits, such as his jaw, and the ability to exhale an icy breath and resistance to ice damage.
As an action, you can exhale ice in a 15-foot cone in front of you, forcing a dexterity saving throw on every creature inside the area, dealing 4d6 cold damage on a failed save or half damage on a successful one, freezing the ground in the process, making it difficult terrain. - The Peryton appears inside you. You gain deer antlers, and plumage covers your arms, cracking with energy. Your speed increases by 10 feet.
As an action, you can call upon the power of storms by striking a creature within 60 feet of you with lightning, forcing it to make a Dexterity saving throw roll taking 3d8 lightning damage and can't take reactions until its next turn, or half damage and its not affected if it succeeds. - The sand and the desert make their home in you. Grains of sand pours from your eyes and slowly surround you in an area of 5 feet around that is centered on you.
You can use this growing sandstorm to protect yourself or any creature in the area from ranged attacks, causing them to go with disadvantage.
As a bonus action, you can shake the sands around you, turning them into small sparks of fire at the cost of the protection they offered. These sparks deal fire damage equal to your Constitution modifier to all creatures in the area at the beginning of their turn. You can change between this effects as a bonus action in your turn. - From the depths of the forest, roots and exotic flowers help you, entangling themselves in your body.
As an action, you can target an area 10 feet to 60 feet from you, filling it with roots and flower buds, forcing creatures within it to make a Constitution saving throw, becoming paralyzed if they fail and is considered difficult terrain until the end of the Rage. You can have a number of entangled zones equal to your Constitution modifier, and you can destroy one of these zones whenever you want. - A kraken lends you some of its power to protect you. Four tentacles grow from your shoulders and back.
Your size increases by one category, and you are considered an amphibian with no penalty to your swimming speed.
Finally, you can try to grab a creature within 10 feet of you with your tentacles, or attack with them, using your Strength modifier on attack and damage rolls, dealing 1d8 bludgeoning damage. - The spirit of the wind comes to your call, bringing with it birds and pixies to battle.
A swarm of these flying creatures will fight by your side and obey your commands (no action required). The swarm occupies a 5-foot space, which is partially obscured. Any hostile creature that occupies the square is immediately attacked by it. Additionally, you can command the swarm to form a platform that you can lean on, but not stand on.
Tuning
The power you draw from the spirits grows stronger. At 6th level, you gain resistance to poison damage and immunity to disease.
Additionally, you can cast the spell Augury. You can cast this spell a number of times equal your Proficiency Bonus and you regain the capacity to use it again in a long rest.
Spirit Avatar
Your level of bonding with the spirits and nature that helps you grows stronger. Starting at 10th level, as an action you can spend two uses of your rage to transform into a spiritual chimera.
While you are transformed, the following rules apply to you:
- You have the all the benefits of being in Rage and you can't enter in rage mode again until this transformation ends, but you dont have any benefits from the Rage quirks gained in Spiritual Link at level three in this subclass.
- Your character's stats are replaced by the beast's stats, but your alignment, personality, and Intelligence, Wisdom, and Charisma scores are preserved, and you use your proficiency bonus instead of theirs. You also retain all your skill proficiencies and saving throws, in addition to gaining the creature's.
- As you transform, you take on the beast's Hit Points and its Hit Dice. When you return to your normal form, you return with the number of Hit Points you had before being transformed and your Rage is ended. However, if you return as a result of being reduced to 0 Hit Points, all remaining damage of that amount is transferred to your natural form. As long as excess damage does not reduce Hit Points from your natural form to 0, you will not end up prone and unconscious.
- Your ability to speak or perform any action that requires your hands will be limited to the capabilities of your bestial form.
- You retain the benefits of any traits of your class, race, or other source and can use them if the new form is physically capable of doing so. However, you will not be able to use any of the special senses, such as vision in the dark, unless the new form also has that sense.
- You decide if your equipment falls to the ground in your space, melts into your new form, or is used by it. Equipment functions are maintained as normal, but the DM decides whether it is practical for the new form to carry a piece of equipment, based on the shape and size of the creature. Your gear does not change in size or shape to match your new form, and any gear that the new form cannot use must either fall to the ground or merge with you. The equipment that merges with you is unusable until you transform again.
Once you use this ability, you can't use it again until you make a long rest, and you can maintain this transformation for a number of hours equal to half your barbarian level (rounded down).
At 20th level, you can transform and maintain this form for as long as you like.
Spirit aspect
Starting at 14th level, your size increases by 3d4 inches. Additionally, your connection to the spirits you call upon is strengthened to its fullest, gaining the physical traits that grant you even outside of rage, becoming partially incorporeal, and granting you resistance to non-magical slashing, piercing, and bludgeoning damage.
Finally, when you use the attack action, you can forget one of your attacks and use the alternate attacks granted on your Spirit Link ability at level 3.
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