Barbarian
Base Class: Barbarian

Those who walk the Path of the Lumberjack have found comfort and solace within and around forested areas. Some lumberjacks are solitary figures often mistaken for rangers and outlanders in the wilds. Others form tribes and communities that make their living from the timber trade, and they are responsible for reforesting logged areas to maintain their way of life. These traders have strong ties to a merchant guild of a nearby city, even if they themselves work in more remote areas.

There are many dangers encroaching on the natural world along with ancient threats brewing deep within the wilds. Like a double-edged axe, a lumberjack must be ready to swing at a feral treant or a horde of industrial interests trying to tear up the land. There's a lot of beauty in nature, and it's worth getting angry to protect.

Nature's Rage

At the 3rd level, when you adopt this path, your experience in the thick of the woodlands has given you resistance to the poisonous plants and animals found within. As an experienced lumberjack, you also understand the proper axe technique to fell a tree or another plant.

You have advantage on all attacks against plants and plant-based creatures, regardless if you are raging or not.

When you enter a rage, you gain resistance to poison damage and have advantage on saving throws against the poisoned condition.

Nature's Rituals

At 6th level, your time in nature has embued you with a sense of nature's magic similar to that of Rangers and Druids. You may cast the following spells, Speak with Plants and Plant Growth, but only as rituals.

Nature's Grasp

At 10th level, nature aids you when fighting against foes. After you successfully deal melee damage to an enemy, you may use your bonus action to attempt to restain the creature by winning an opposed athletics check. If the creature fails, they are restrained, either by vines or some other creative use of nature.

You may only concentrate on restraining one creature at a time, and you must roll a concentration saving throw if you take damage (just like if you were concentrating on a spell). The creature may use its action to attempt to free itself by succeeding on a Strength Saving Throw (DC 8 + Your Proficiency Bonus + Your Strength Modifier).

Nature's Stride

At 14th level, your expertise in woodlands allows you to have the Land's Stride feature, but only within forested areas. Difficult terrain cost you no extra movement so long as you are in a forested area. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

In addition, you know the Tree Stride and Commune with Nature spells. You can cast these spells a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

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