Barbarian
Base Class: Barbarian

Stone Wardens are as old as Gaia herself, ancient warriors who learned to form powerful and primal bonds with the spirits of the earth. Barbarians who follow this path have learned to harness the earths natural energy, empowering their strikes and strengthening their bodies. You stand tall against your foes, absorbing blows that would cripple others and splinter bones and metal alike with every strike. You are moving mountains, seldom impeded and often revered. The guardians and leaders of their tribes, their unyielding spirit and will guides others to solid ground. 

Churning Earth

Starting at 3rd level, your rage shatters the earth around you, sending jagged rocks rushing towards anything within range. When you enter your rage, each creature within 10 feet of you must make a Constitution saving throw. On a fail, the target takes bludgeoning damage equal to half your Barbarian level rounded down and are pushed back 5 feet. On a success, the creature is pushed away from you 5 feet but takes no damage. If you are standing on stone or loose earth, the ground within the radius becomes difficult terrain.

All abilities for this subclass that require a DC are equal to 8 + your proficiency + your Constitution modifier.

Stonehide

Starting at 6th level, your rage pulls gravel and loose earth around you, molding with your body and bolstering your defenses. When you enter your rage, you gain 2d6 + your Constitution modifier temporary hit points. While you have at least 1 temporary hit point, if an effect or spell would forcibly move you, you can reduce the movement by a number of feet equal to 5 times your Constitution modifier. During each turn while raging, you can use your bonus action to regain 1d4 + Constitution modifier temporary hit points. When your rage ends, you lose all temporary hit points granted by this ability.

Mountain Strike

At 10th level, you can fuel your reckless strikes with earthen energy from your Stonehide to devastate your foes at even greater risk to yourself. While raging, whenever you hit with a reckless attack, the creatures must instead succeed on a Constitution saving throw or be stunned until the start of their next turn. If you miss, you lose all of your temporary hit points. If you don't have any temporary hit points you become restrained until the end of your next turn.

Stone's Grasp

At 14th level, you better learn to manipulate the earth around you, slowing your foes as they try to move past you. When a creature you can see enters or tries to leave a space within 10 feet of you, you can use your reaction to force the creature to make a Dexterity saving throw. On a failed save, the target becomes restrained until start of your next turn.

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