Base Class: Barbarian
When the forests and jungles of the world are in danger, they must sometimes rely on mortals to defend them. A barbarian of this path has a connection to these verdant places, and calls upon primal spirits to transform them into a treant-like warrior when they rage.
Forest Form
3rd level Path of the Warden feature
Starting at 3rd level, your rage transforms you into an avatar of the forest. You begin to exhibit traits of jungle foliage and your footsteps stir the natural plant life around you as you become their protector and friend.
You have advantage on Charisma(persuasion) checks when dealing with creatures that have the plant type.
While raging, your skin hardens into thick bark or animal like hide , you gain a +1 bonus to AC. In addition, whenever you begin raging, you choose one of the following options to augment your form while you’re raging.
Branches. Your limbs become like the long swaying branches of an elderly oak tree. In this form, your reach with melee attacks and your walking speed is increased by 5 feet.
Roots. Your legs grow roots through the ground to impede your enemies. For the duration of your rage, the ground within 15 feet of you becomes difficult terrain and you can not be moved by non magical means.You can move freely within the space, but not out of it. If you move out of the space, the effect ends and you can grow the roots again as a bonus action on your next turn. But not on the same turn in which you moved out of the space.
Vines. Your skin all across your body sprouts grasping vines. When you grapple a creature, the vines wrap around them making it especially difficult to break free. You ignore a creature's immunity to the grappled condition and creatures have disadvantage on checks to break your grapples.
Wild Protector
6th-level Path of the Warden feature
At 6th level, you gain the respect of the forest's flora, and they gain respect for you. You come to understand their lives, their fears, and their needs. You can choose one of the following traits to enhance your forest form when you rage. The one you choose lasts until you complete a long or short rest at which time, you can choose another trait.
Autumn Warden
As the wind blows through the trees taking leaves and limbs away, you move with force through the battlefield and can call the wind to your aid. Once per turn, as a bonus action, you can empower an allies weapon with the power of the wind. Choose an ally within your reach and touch their weapon. The weapon deals an extra 2d6 force damage on their next successful attack. If they do not make any successful attacks before the start of your next turn, you take 2d6 force damage.
Spring Warden
You exude new life and regeneration, bringing light back from darkness. While raging, you have resistance to necrotic damage and if an ally within 5' of you takes necrotic damage, you can use your reaction to heal them for 2d6 hit points.
Summer Warden
You have resistance to Radiant damage. You can choose one weapon that can deal radiant damage until your next rest. Once chosen, the weapon can not be changed until you complete a long or short rest.
Winter Warden
You have resistance to cold damage. When you take cold damage, you can use your reaction, if you have one, to make one unarmed strike against a creature within your reach. The attack deals 1d6 cold damage and uses Strength for the ability modifier.
Tree Walker
10th-level Path of the Warden feature
As the forest is a community, you learn to commune with it and travel within it as one of their own. Beginning at 10th level, You have a climb speed equal to your walking speed on natural surfaces and you have advantage on stealth checks when moving through a natural environment.
Additionally, Starting at 10th level, You can cast Locate Animals or Plants and Speak with Plants without needing any material components as a ritual. Once you cast each spell in this way, you must complete a long rest before you can cast it again.
Flourish
14th-level Path of the Warden feature
At 14th level, you draw life from things around you and regenerate like wildlife in spring. While raging, if you are healed by an ally on their turn or are at less than half your hit points at the start of your turn, you can use a bonus action to flourish. You regain 1d12+your constitution modifier in hit points.
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