Base Class: Barbarian
Barbarians are the human embodiment of rage. Those who follow the path of the wilderness also embody the power of nature, becoming more attuned to the plants and animals around them. They protect the wildlife and the world they live in with a fiery passion.
Nature Savant
At 3rd level, you learn two cantrips of your choice from the Druid spell list. You gain one additional cantrip at 10th level. However, you can only use these cantrips while you are Raging.
You use Constitution as your Spellcasting ability.
Living Among the Wildlife
Starting at 3rd level, you gain proficiency in the Animal Handling skill. In addition, you can convey basic ideas and emotions with animals (any beast type) and understand any information they convey in return.
Primal Camouflage
Starting at 6th level, you can call on the power of nature to conceal you. As an action, you can summon the surrounding landscape, (plants, mounds of dirt, whatever is available) around you. You become Heavily Obscured for 1 hour, your move speed is 0, and you have advantage on Dexterity (Stealth) checks made while obscured in this way. This lasts for 1 hour, or until you take an action or move.
Once you use this feature, you must finish a long rest before you can use it again.
Alpha Beast
Starting at 10th level, you can assert your dominance over the beasts around you. As an action, you can expend one use of your Rage. All beasts in a 20 foot radius make a Wisdom Saving throw, (with disadvantage if you are currently raging) the DC equals 8 + your Constitution modifier + your Proficiency bonus. On a failed save, each beast is Charmed by you for a number of hours equal to your Charisma modifier (minimum of 1) while charmed this way, any beast obeys your verbal commands to the best of its ability. You can give a command as an action on your turn. Any command to harm itself or its allies automatically ends this effect for all beasts under your control. If you or an ally harms one of these beasts, the effect immediately ends and all beasts are immediately hostile towards you. Once you use this feature again, this effect ends for all creatures affected previously. Any creature that succeeds the saving throw or has the effect ended otherwise, becomes immune to this effect for 24 hours.
Wrath of Nature
Starting at 14th level, if your are reduced to 0 hit points while raging, the powers of the earth come to your aid. Roll a die and determine the result on the table below. Once an effect is produced, you must finish a long rest before you can use it again. If an effect requires a saving throw, the DC equals 8 + your Constitution modifier + your Proficiency bonus.
Wrath of Nature
| D6 | EFFECT |
|---|---|
| 1 | Lava erupts from the ground around you. Each creature within a 15 foot cube makes a dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one. |
| 2 | The earth opens beneath you. You are transported to a location within 30 feet to an unoccupied space as far from a hostile creature as possible. You may choose this location. |
| 3 | Vines spring up from the ground around you in a 15 foot radius. Each creature makes a Strength saving throw or becomes Grappled. |
| 4 | You instead drop to 1 hit point and can immediately use your Alpha Beast feature, focused only on the target who knocked you to 0 hit points, regardless of their creature type. |
| 5 | A strong gust of wind blows around you. All creatures within a 30 foot radius make a Strength saving throw. On a failed save, a target is knocked prone. On a successful save, a creature is pushed 10 feet directly away from you. |
| 6 | Lightning strikes from the air around you, focused on the creature who reduced you to 0 hit points. That creature makes a dexterity saving throw, taking 4d8 Lightning damage on a failed save, or half as much on a successful one. |
Previous Versions
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