Base Class: Barbarian
An old dwarf called Thurdun Helmforger looks around in the desert wasteland, a look of worry on his face. "There is something wrong here, I can smell it. The desert's too hot". "Ofcourse it's too hot Thur" a man replies, "The desert is always too hot, it's a ******* desert". Thur grabs a few grains of sand between his fingers and sprinkles them upon his tongue. After a few moments Thur grumbles: "I think we found what caused the crops to die, and its not pretty". They all grab their weapons, not knowing what Thur meant but knowing enough that it is trouble, it's always trouble.
Forest Magic
When you choose this archetype at 3rd level, you become knowledgeable in the ways of the forest en the magic that seeps through their roots. You gain proficiency in the Nature and Arcana skills if you don’t already have it.
Season Aspect
At 3rd level, when you adopt this path, you choose a season aspect and gain its feature. Your body changes according to the aspect you have chosen, you gain minor physical attributes that are reminiscent of your season aspect. For example, if you have the aspect of summer, your body temperature increases permanently and your eyes might turn red and start flickering slightly.
Autumn
While you are raging, a wall of wind forms in a 5ft circle around you. The strong wind keeps fog, smoke, and other gases at bay. For small or smaller flying creatures this counts as difficult terrain. Creatures making ranged weapon attacks with Arrows, bolts, and other ordinary projectiles targeting you or Targets behind the wall attack with disadvantage. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in Gaseous Form can't pass through it. The aspect of fall makes you the eye of the storm.
Spring
While raging, vines quickly grow from your body. You make the terrain in 15 ft around you difficult terrain for enemies. This terrain moves with you while you move.
Summer
While raging, you have immunity to all fire damage and you may choose to make your melee weapon attacks fire damage. The spirit of summer transforms your fury into fire with enough heat to burn your opponents.
Winter
While raging, you have immunity to all cold damage and you may choose to make your melee weapon attacks cold damage. The spirit of winter temporarily cools your weapon and body down to such low levels that your opponents burn from frostbite.
The Soul of a Season
At 6th level, you gain a magical benefit based on the soul of the season of your choice. You can choose the same season you selected at 3rd level or a different one.
Autumn
When a creature within 15 ft of you dies you can use your reaction to harvest the last part of their life force to heal yourself by (1d8+ your constitution modifier)
Spring
You can tap into your soul of spring to grow bark where you are struck. When you take piercing, slashing or crushing damage, and are wearing no armor, you can choose to take an extra 1d4 damage of that type to gain +2 AC for 1 minute.
Summer
In embracing the soul of summer your body becomes more volatile in nature. Each time you take damage you can choose to take 1d6 more damage and deal double this extra damage in fire damage to every creature within 5 ft of you.
Winter
While in upmost concentration you gain the ability to reduce the speed of your blood flow to near still and freeze none-vital parts of your body if you have not moved. If you did not move 5 ft or more last turn you gain immunity to poison and while you are not wearing armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Nature's Ward
At 10th level, you become one with what the seasons can bring and are always prepared for even extreme situations. You gain expertise in the Nature skill and are no longer affected by extreme weather conditions. You also see through any modifications to terrain made by illusion magic like mirage arcane
Master of Seasons
At 14th level, you gain a magical benefit based on a season of your choice. You can choose the same season you selected previously or a different one.
Autumn
While you’re raging, you can temporarily gather a storm inside your body to unleash on your foes. You can use a bonus action to attempt to blow a large or smaller creature prone within 5ft of you. The creature must maken a strength saving throw of (8 + proficiency + your constitution modifier)
Spring
While raging, if you drop to 0 hit points, and do not die outright, vines sprawl from your body to form a protective cocoon around you. Until you die or regain 1 hit point the cocoon offers you +5 AC. The cocoon has 20hp and an AC of 14.
Summer
While you’re raging you gain the ability to draw the heath of fire to yourself. If an ally within 30 feet takes fire damage you can choose to draw that fire to yourself and take the damage instead of that ally.
Winter
While raging, you can use a bonus action to put a hand to the ground and freeze the ground around a creature within 30ft of you . That creature must succeed on a strength saving throw of (DC 8 + your constitution bonus + your proficiency bonus) or be restrained. Whenever you move 5ft or more the creature is no longer restrained. You can use this feature a number of times equal to (1 + your constitution modifier)
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