Base Class: Barbarian
Those of the wingle race say that long ago there was a tribe of fourteen of their ancestors who lived in harmony. This peace lasted for ages, but was ended when an act of dark magic divided their society. One of the fourteen severed a large earthmote from the ground, which became what the wingles call the Cloudland. Those who stayed behind on the ground over time became the lowland wingles, who developed a martial and hunting tradition separate from their Cloudland cousins.
Two of those fourteen, Elle and Lissa, were known for their connection to nature and animals, became two of the leading figures of the lowland wingles. They pioneered the hunting and wilderness survival techniques the wingles used, and their clans produced many great rangers and druids. But further conflict among the wingles produced a need for a different kind of warrior, and so the first barbarians of this path were born. They too shared a primal connection to the land, and used it to fuel their rages and go on the hunt for their opponents. Their rages were less chaotic but just as feral and explosive as any, the flora of the area itself responding to the primal energy they channeled and helping to snare their prey.
As wingles dispersed and spread their culture, those of other races began to walk this path. They are not so much defenders as proactive vigilantes, brimming with confidence: they are at the top of the food chain, and they and those who face them know it.
Primal Vigor
Starting when you choose this path at 3rd level, you draw on primal energy to gain a boost to your vitality when you rage. While raging you add 1d4 to the result of any saving throw or attack roll you make.
Night Stalker
Beginning at 6th level, you have learned how to use primal magic to sharpen your senses, giving you more awareness of the lay of the land and seeing openings on unprepared foes.
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. In addition, you have Darkvision out to 60 feet and can attempt to hide even when only lightly obscured by vines, foliage, falling snow, or similar phenomena.
Rampant Growth
Beginning at 10th level, your harmony with nature can draw the land itself to respond to your fury, the nearby plants and landscape growing in a surge and springing into action to tie up your target.
When you score a critical hit, the target becomes Restrained until the end of your next turn, and its space and 5 feet around it become difficult terrain for other creatures for the same duration; a creature restrained in this way can use its action to make a Strength check with a DC of 8+your Proficiency+Strength score, and is no longer restrained on a success. In addition, you can ignore non-magical difficult terrain that is the result of vines, undergrowth, and similar hazards.
Apex Predator
Starting at 14th level, you can enter a special meditation that surrounds you with an intimidating aura, and if a creature would dare to attack you, it will find that there is nowhere for it to hide.
At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal); in addition, if a creature fails the saving throw against this effect, for the next minute you have a Strength modifier bonus on Wisdom checks to spot or track it and can move Stealthily towards it at full speed. The saving throw DC for the spell equals 8 + your Strength modifier + your proficiency bonus.
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