Barbarian
Base Class: Barbarian

Tenets of Nature's Fury barbarians: A barbarian who walks this path might adhere to some or all of the following tenets:

  • Protect the Wild: The natural world is sacred and must be defended from those who would despoil it.
  • Become the Wildwood: Embody the untamed, boundless spirit of the deep forest. 
  • Seek Balance: Strive for harmony between the needs of civilization and the preservation of the wild. Unnecessary destruction is anathema.
  • Heed the Whispers: Pay attention to the signs and portents of the natural world. The wind, the water, and the creatures of the forest often hold valuable insights.

Wild Whispers

Starting at 3rd level, you develop a keen awareness of the natural world around you. You gain the following benefits:

  • Commune with the Wild: You can spend 1 minute in uninterrupted contact with your surroundings (plants, animals, the wind, the earth) to glean information. You can ask simple questions about the immediate area (within a mile). The environment might respond with sensory input (the direction of a recent large creature, the presence of water, signs of danger) or through the behavior of local wildlife. The clarity and detail of the information depend on the environment and the types of questions asked

Arboreal Form

Starting at 3rd level, your connection to the wild begins to physically alter you, granting you traits reminiscent of the plant kingdom:

  • Treetrunk Toughness: While you are not wearing armor, you gain a bonus to your AC equal to your proficiency bonus. This bonus is added to your Unarmored Defense.

  • Grasping Vines: Your arms lengthen and become flexible like thick vines, granting you a natural melee weapon with the reach property. Your [Tooltip Not Found] with these vine-like arms use Strength for attack and damage rolls.   You may attack with one of your limbs as an attack action, or as a bonus action as if it were an off-hand weapon.   You may hold one enemy grappled per limb. 

    Attacks with your tree limbs scale to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level, the same as a Monk's Unarmed Strike

  • Vital Sap. Your connection to nature causes life-giving sap to flow when you are wounded. Until your rage ends, when you take damage from an enemy creature's attack, shimmering sap pools at your feet.  The sap can heal a total of 50% of the hitpoints lost by applying it as a salve or drinking it.  

Nature's Fury

3rd-level Path of Nature's Fury feature

The natural energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Natural Fury table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Nature's Fury
d8 Effect
1 Entangling vines erupt from the ground in a 20-foot radius centered on you. Each creature of your choice in that area must succeed on a Strength saving throw or be restrained until the end of your next turn as the vines coil around them. You gain 1d12 temporary hit points plus your proficiency bonus as the life energy of the rapidly growing flora invigorates you.
2 Gale Force Fury: You become the eye of a miniature, furious gale. As a bonus action, you can move up to 30 feet. Any creature you move through during this movement takes 1d4 bludgeoning damage from the sheer force of the wind and might be knocked prone. The creature must succeed on a Strength saving throw or be knocked prone. This effect lasts until your rage ends.
3

Fruit of the World Tree. Small, glowing berries  sprout across your body. When you enter your rage, 1d4+your Proficiency Bonus berries appear. Until your rage ends, any creature (including you) can use its action to pluck and eat one berry, regaining 1d3 hit points. Any remaining berries wither and vanish when your rage ends.

4 Thorny Retribution. Your skin sprouts sharp, wooden thorns. Until your rage ends, whenever a creature hits you with a melee attack while within 5 feet of you, that creature takes piercing damage equal to your proficiency bonus.
5 Symbiotic Spores. You passively release microscopic, symbiotic spores. Until your rage ends, any enemy that starts its turn within 10 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the start of its next turn.
6 Shedding Bark. Your outer layer becomes loose and regenerative. Until your rage ends, when you are hit by a melee attack, you can use your reaction to cause a layer of bark to slough off, reducing the damage taken from that attack by 1d6+your Proficiency Bonus.
7 Entangling Undergrowth: Flowers, vines, and thorny bushes rapidly sprout and twist around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. This is similar to the effect of the Entangle spell, but centered on you and lasting the duration of your rage.
8

Primal Growth. You surge with primal growth, becoming more treelike in stature. Until your rage ends, your size becomes one stage larger. You have advantage on Strength saving throws and Strength (Athletics) checks. Your equipment grows with you.

Nature's Embrace

6th-level Path of Nature's Fury feature

Your connection to the wild deepens, allowing you to channel its diverse energies. As an action, you can touch one creature (which can be yourself) and bestow one of the following natural blessings of your choice to that creature:

  • Gust of Guidance: For 10 minutes, the creature is surrounded by a subtle, swirling wind. Whenever the creature makes an attack roll or an ability check, it can roll a d4 and add the number rolled to the d20 result.
  • Swarm Assistance: For 10 minutes, a tiny swarm of helpful insects (such as bees, butterflies, or beetles) flits around the creature. As a reaction when the creature is hit by an attack, it can direct the swarm to momentarily distract the attacker, imposing disadvantage on the attack roll.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the  Nature's Fury  table and immediately produce the effect rolled. This effect replaces your current  Nature's Fury effect.

Controlled Surge

14th-level Path of Nature's Fury feature

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.