Barbarian
Base Class: Barbarian

All barbarians harbor natures wrath within them. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Natural Protector learn to harness that rage into a mantle of nature magic, which swirls around them. When in a fury, a barbarian of this path taps into the spirits of nature to create powerful magical effects,

Natural Protectors are typically champions of the world itself who train alongside druids, rangers, and others sworn to protect nature. Other Natural Protectors find their place protecting the land itself by defending sacred lands, villages scattered throughout the land, or in the deepest parts of the forest.

Rooted Warrior

Your path seeks attunement with nature and all its splendor.  At 3rd level when you adopt this path, at the end of your turn your armor class increases by 1 to a max of +1 if you have not spent any movement during your turn.  This effects lasts until the start of your next turn.  The max increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level.

Spirit of Nature

At 3rd level, when you adopt this path, you choose one of natures spirit and gain its feature. your body gains a minor physical attribute that are reminiscent of your spirit. For example, if you follow the Spirit of the Sky your hair and cloths may seem to always be moving on the breeze, or if you follow the Spirit of the Land your clothes always have some dirt or mud caked on that is always present.

Spirit of Cleansing

While raging, you have resistance to Cold and Fire damage. The spirits that cleanse the lands grant you aid in your journey either in fiery rebirth or the frost of winters bolster your defenses.

Spirit of the Land

While raging, you have resistance to Acid and Poison damage. The spirits in the land gives you protection from the lands natural defenses and grant you protection.

Spirit of the Sky

While raging, you have resistance to Lightning and Thunder damage. The spirits in the sky grants you protection from the weather and that which is brought down from above.

Spirit of the Soul

While raging, you have resistance to Necrotic and Radiant damage. The spirits of the soul protect you from the energy withing all living creatures.

Call of the Land

Starting at 6th level you call upon the power from nature itself to create an aura surrounding you. The aura extends 15 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage or you can activate the effect on your turn as a bonus action. You can dismiss the aura as a free action at any point during your turn.l  The aura creates difficult terrain to everyone within the aura including yourself and each creature of your choice ending their turn within the aura takes 1d6 damage, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

The damage is determined based off the Spirit you follow, choose one when you summon the aura.

While your aura is active, Rooted Warrior's effect is no longer reset if you spend any movement. 

Protective Presence

At 10th level, you learn to extend nature's protection to protect your allies. Each creature of your choice gains damage resistance from your Spirit of Nature feature while the creature is in your aura.

Natures Last Stand

Beginning at 14th level, the spirits of nature protect you even in death.

While you’re raging, having 0 hit points still knock's you unconscious but you remain standing and you body takes on the properties of a tree. While unconscious, you retain your final AC bonus from Rooted Warrior and your Call of the Land aura remains.  When hit by any attack that requires an attack roll, a blast of magic radiates in your aura dealing 1d6 of each of your Spirit of Nature damage types to each creature of your choice.

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