Barbarian
Base Class: Barbarian

The Path of Mother Nature blesses barbarians with a connection to the plants around them. Vines and roots and thorns follow the steps of these barbarians, cutting off escape for their enemies and allowing the barbarians to always fight up-close and personal. Some of these barbarians were given gifts by the fey, have druidic heritages, or were simply chosen to be guardians of the lands they were born. 

Imbued with the might of the wilderness, this path grants a rage beyond understanding: the hidden rage beneath every decimated forest, every downtrodden flower, and every desecrated sanctuary of nature. These barbarians, like Mother Nature, are forces beyond mercy.

Nature's Wrath

Starting when you choose this path at 3rd level, you call upon the power of nature to hinder your enemies. While you are raging, the ground within 15 feet of you is difficult terrain for your enemies.

Blessing of the Seasons

At 3rd level, the passage of time heals your wounds more favorably. Whenever you regain hit points, you may regain additional hit points equal to your proficiency bonus.

Ensnaring Roots

Starting at 6th level, the roots that hinder your enemies become more difficult to escape. All creatures of your choice that start their turn within 15 ft of you while you are raging cannot take the disengage or dash actions until the start of their next turn. 

In addition, as a bonus action, you may target a creature within 30 ft of you and force them to make a strength saving throw equal to 8 + your proficiency + your strength modifier. On a failure, the creature is pulled by a spectral vine or root up to 15 ft towards you. If the creature is using some sort of flying speed, they make the save with disadvantage and can be pulled up to 30 ft towards you instead. 

You may use this additional feature a number of times equal to your proficiency bonus and regain all uses after a long rest.

Voice of Nature

At 10th level, you develop a profound and mystical connection to nature. You can cast speak with plants once per short rest. Using this feature, you can even cast it while raging. 

In addition, you may add your Strength modifier to your Intelligence (Nature) and Wisdom (Survival) checks. 

Inescapable Grasp

Beginning at 14th level, your power over nature can further bind your foes. Once per turn, whenever you hit a creature with a weapon attack, you may force that creature to make a Strength saving throw against a DC equal to 8 + proficiency + your strength modifier. On a failure, that creature is restrained until the end of your next turn.

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