Base Class: Barbarian
Typical barbarians harbor a fury that dwells within. Their rage is explosive and volatile, strengthening their bodies as their minds give in to wrath. Barbarians of the Path of Nature's Chosen learn instead to channel their rage into a quiet, focused fury, strengthening both mind and body so that their rage is unleashed in devastating precision. Barbarians of this Path know that quiet precedes only the strongest of storms.
Level 3: Aspect of the Land
When you select this path at 3rd level, your connection to the natural world allows your rage to serve as a channel for the strength of nature. During a Long Rest, you can use one hour to meditate and deepen your connection to your surroundings, embodied as one of the following Aspects. You gain the following benefits and effects based on the Aspect you select:
If an effects requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Mighty Oak. While raging, if you are not wearing any armor, your Strength modifier is added to your Armor Class.
Tooth and Claw. While raging, your Rage damage bonus is doubled for any successful attack against a creature that does not have full Hit Points. Additionally, as a bonus action on your turn, you may move up to 10 feet and make an attack against a creature that has previously dealt damage to you. This movement does not count against your movement speed.
Gale Force. While raging, select a creature you can see within 15 feet of you. Once per turn, you can make a special Ranged Attack against this creature that deals 1d6 of Force damage and 1d10 of Lightning damage. The creature must succeed on a Constitution Saving Throw or be knocked Prone. If the creature succeeds this Saving Throw, it is immune to being knocked Prone by this attack for 1 minute.
Level 6: Fury of the Wilds
At 6th level, your rage becomes a conduit for Nature's power, augmenting your abilities or manifesting effects of the natural world. You gain the following effects depending on the Aspect you currently have selected.
Mighty Oak. As a bonus action on your turn while raging, you cause roots to spring forth from the ground in a 10 foot radius circle. These roots anchor you during moments of your choosing. While raging and in this circle, you cannot be moved or knocked Prone against your will by the effect of an attack or spell such as Thunderwave. The roots remain in place for 1 minute and are Difficult Terrain for any creature other than you.
Tooth and Claw. When a creature that has previously dealt damage to you hits you with a melee attack, you can use your reaction to make a melee weapon attack against them. This attack deals bonus damage equal to your Proficiency Bonus. If this attack reduces the target to 0 Hit Points, you can move up to 10 feet and repeat the attack against a creature that has previously dealt damage to you.
Gale Force. As part of the bonus action you take to enter your rage, a storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered directly above you. As a bonus action on subsequent turns, you can choose a point you can see within 60 feet. A bolt of lightning flashes from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 1d10 lightning damage and 1d10 force damage on a failed save, or half as much damage on a successful one. On each of your turns until your rage ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one.
Level 10: Unrelenting Endurance
At 10th level, you have become inured to the harsh conditions of the wilds. While raging, you have resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder damage. Additionally, you are immune to disease and the Poisoned condition.
Level 14: Primeval Devastation
At 14th level, you are the howling fury of nature incarnate. You gain the following effects depending on the Aspect you have currently selected.
Mighty Oak. While raging, any time a creature hits you with a melee attack, they take damage equal to your Strength modifier. Additionally, any damage you take from a non-magical melee or ranged attack is reduced by an amount equal to your Strength modifier plus your Proficiency Bonus.
Tooth and Claw. The effects of this Aspect no longer require a creature to have dealt damage to you previously in order for you to use them. Additionally, any movement used as part of this Aspect's effects does not trigger Opportunity Attacks.
Gale Force. While raging, you can summon 1 additional bolt as part of the Fury of the Wilds function of this Aspect. Once per turn, one of these bolts can be used to target you, healing you for 1d12 Hit Points.
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