Base Class: Barbarian
When most humans think of an elf, they imagine an ageless and wise member of a sophisticated culture. Elegant elvish poetry and fine elvish wine leap to mind.
Those ignorant humans haven't met you.
Scattered bands of nomadic elves still lurk in the wildest parts of the world. Untrammeled by the trappings of civilization, they scorn their settled kin as soft and remain steadfast followers of the oldest elvish traditions.
Prerequisite: Elf
Frenzied Grace
Starting when you take this path at 3rd level, you add your rage damage bonus to weapon attacks using Dexterity.
You can use your Reckless Attack feature with weapon attacks using Dexterity. However, if you do so, you cannot simultaneously use the feat Elven Accuracy to reroll one of the dice.
In addition, you gain proficiency in Acrobatics. If you are already proficient, your proficiency bonus is doubled for any checks using that proficiency. While raging, you have advantage on Dexterity (Acrobatics) checks.
Finally, when you gain the Brutal Critical feature, you may use it with ranged weapon attacks.
Swift Rage
At 3rd level, entering a rage no longer takes a bonus action. It can be done anytime during your turn. Those who walk the Path of the Wild Elf usually dual-wield.
Entangling Strike
At 6th level, you can call upon nature to trap your foes. When you hit a creature with a weapon attack, you can force it to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. If it fails, it is restrained as thorny vines suddenly spring from the ground and wrap around it. A restrained creature can repeat the saving throw at the end of its turn, ending the effect on a success.
A restrained creature takes piercing damage equal to half your Barbarian level at the start of its turn. This counts as damage from a magical source.
Once you use this feature, you can't use it again until you finish a short or long rest.
Nimble Slayer
Beginning at 6th level, you have a climbing speed equal to your normal speed.
You also ignore difficult terrain.
Predator's Rampage
At 10th level, you can imbue yourself with the ferocity of the wild. As an action while raging, you can move to up your speed. This movement does not provoke opportunity attacks. At any point while moving, you can make up to four weapon attacks, plus one more with any off-hand weapon. Each attack is at advantage and deals an additional 1d6 force damage as predator spirits join in the assault.
Once you use this feature, you must wait until you finish a long rest before you can use it again.
Thorns Galore
Starting at 14th level, whenever you score a critical hit, the target is affected by your Entangling Strike. This does not count against the one use between rests limit.
You are encouraged to replace the 18th level feature Indomitable Might and the 20th level feature Primal Champion with the following features.
Incredible Agility
Beginning at 18th level, if your total for a Dexterity (Acrobatics) check is less than your Dexterity score, you can use that score in place of the total.
Wild Soul
At 20th level, you embody the power of the wilds. Your Dexterity score increases by 4. Your maximum for it is now 24.
You can call upon your ancestor spirits to pierce the veil. As a bonus action, you gain truesight with a range of 60 feet for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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