Barbarian
Base Class: Barbarian

Level 3:

Roots of Rage. When you use your rage roots sprout from the ground in a 10 foot radius, increasing to 30 feet at level 10. These roots grasp at a number of targets equal to your proficiency bonus. The targets make a dexterity saving throw against your save dc {{savedc:con}}. If the target fails the save they are restrained. If the target succeeds their movement speed is reduced by half while within the roots. If a creature is successful on this save they are immune to this effect for the rest of the the current rage.

Thorns of Wrath. When you choose to rage natures wrath empowers your weapon. Sharp thorns grow from your weapon, causing the first target you hit to take an additional in piercing damage, or you can reduce a targets attack roll by this same number as a reaction. At level 6 this dice roll increases to 2d4 and the damage is considered magical. 

Level 6:

Noxious Roots. All targets within the roots that spawn take poison damage equal to your proficiency score {{proficiency}}. If a target fails the dexterity save from Roots of Rage then they also suffer from the poisoned until the end of the barbarians next turn.

Magical Thorns. The piercing damage from Thorns of Wrath is now considered magical for damage resistance purposes and the dice roll is increased to 2d4.

Level 10:

Nature's Reach. The Roots of Rage ability now extends out to a radius of 30 feet. 

Empowered Thorns. The Thorns of Wrath ability now increases to a 2d6. 

One with the Woods. Do to your connection to the forest around you, you are now able to cast speak with plants twice between long rests.

Level 14:

Root Whip. Once per a rage the barbarian can make melee attack that reaches any target within the Roots of Rage. If the attack hits then the target is pulled half their movement speed towards the barbarian. The target also makes a strength saving throw against the barbarians strength/athletics score. If the target fails they are knocked prone too. 

Roots of Rage

When you use your rage roots sprout from the ground in a 10 foot radius. These roots grasp at a number of targets equal to your proficiency bonus. The targets make a dexterity saving throw against your save dc {{savedc:con}}. If the target fails the save their movement speed is reduced by half while within the roots. If the target succeeds then there is no effect. If a creature is successful on this save they are immune to this effect for the rest of the the current rage.

Thorns of Wrath

When you choose to rage natures wrath empowers your weapon. Sharp thorns grow from your weapon, causing the first target you hit to take an additional 1d4 piercing damage. In place of dealing the extra damage you can instead reduce the targets next attack roll by the number rolled. At level 6 the damage is considered magical or the targets attack roll penalty applies until the start of your next turn. At level 10 the dice roll increases to 2d4.

Noxious Roots

All targets within the roots that spawn take poison damage equal to your proficiency score {{proficiency}}. If a target fails the dexterity save from Roots of Rage then they also suffer from the poisoned until the end of the barbarians next turn.

Magical Thorns

The piercing damage from Thorns of Wrath is now considered magical for damage resistance purposes or can be used to reduced the targets attack rolls until the barbarians next turn.

Nature's Reach

The Roots of Rage ability now extends out to a radius of 30 feet. 

Empowered Thorns

The Thorns of Wrath ability now increases to a 2d4. 

One with the Woods

Do to your connection to the forest around you, you are now able to cast speak with plants amount of times equal to your proficiency bonus halved. 

Root Whip

Root Whip. Once per a turn while raging the barbarian can make a melee attack that reaches any target within the Roots of Rage as a root reaches out from where the barbarian is standing. If the attack hits then the target is pulled half their movement speed towards the barbarian. The target also makes a strength saving throw against the barbarians strength/athletics score. If the target fails they are knocked prone if they are large or smaller.

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