Base Class: Barbarian
There are some barbarians whose rages are so intense, nature itself is stirred into action. Those who follow the Path of the Verdant command the plant life around them in their fury, ensnaring their enemies and clearing the path of their own rampage. Those unlucky enough to face a Verdant barbarian are left helpless to escape their brutal onslaught.
The Path of the Verdant barbarian excels at battlefield control. They use their abilities to slow and restrain their opponents, while granting themselves and their allies free movement around the map.
One with Nature
Your connection to nature allows you to affect the world in subtle ways. You gain the ability to cast the Druidcraft cantrip.
Ensnaring Strikes
When you choose this path at 3rd level, you gain the ability to trap your foes in tangled vines. While raging, you can force the target of a successful melee weapon attack to make a Strength saving throw. The DC for this save is 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target's speed is reduced to 0 until the end of your next turn. You can use this ability only once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Untethered
Your connection to nature allows you to move through the world unimpeded. Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Tangled Undergrowth
You rage can now summon grasping vines and roots to traps your enemies. While raging, you can use your action to cause vines to fill a 20ft square you can see within 60ft. This area becomes difficult terrain for the duration of your rage. Any creature that enters this area for the first time on a turn or starts its turn there must make a Dexterity saving throw or take piercing damage equal to your rage damage and become restrained. The DC for this save is 8 + your proficiency bonus + your Constitution modifier. A creature that is already restrained at the start of its turn takes piercing damage equal to your rage damage, and can use an action to make a Strength or Dexterity check against this ability's DC to free itself.
Once you use this feature, you can’t use it again until you finish a long rest.
Clear the Path
At 14th level, you can clear the way for your allies. While you are raging, you can choose any number of creatures within 10ft of you. Those creatures gain the effects of your Untethered ability.
Previous Versions
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