Path of the Wilder

Root Your Rage in Thorn and Soil

Barbarians who walk the Path of the Wilder bind their Rage to the living earth beneath their feet. Rather than sprinting heedlessly through the fray, these warriors become moving bastions of bramble and root, turning the ground around them into a killing field where every step toward them is a sacrifice of blood and freedom. Some learn their craft from militant circles of druids and wardens; others are self-taught guardians of old forests, ravaged borderlands, or sacred sites that can no longer rely on walls alone. Wherever they arise, Wilders draw enemy blades toward themselves, trusting hardened muscle, stubborn will, and the wrath of the land itself to keep them standing long after the battle should have buried them.  

Level 3: Fury of Land and Root

When you Rage, the wild earth answers, surging up in barbs and roots to make your body and the ground around you a living fortress.   When you Rage, thorny brambles and roots coil around your body and the ground around you in a 5-foot Emanation. While your Rage is active you gain the following:   Thorncloak. Whenever a creature within your Emanation hits you with an attack, it takes Piercing damage equal to your Rage Damage.   Sacred Ground. The ground within your Emanation becomes magical Difficult Terrain for your Enemies.   Brambled Intrusion. Whenever a creature enters your Emanation for the first time on a turn or starts its turn there, it must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). On a failed save, the creature takes Piercing damage equal to your Rage Damage and has the Grappled condition, as vines, brambles or other flora or elements lock them in place. The Grapple ends if your Rage ends, the creature is ever more than 5 feet away from you, or you willingly release them (no action required). You can have a number of creatures Grappled in this way equal to your Strength modifier.  

Level 3: Wilder’s Challenge

With a guttural cry and a hunter’s stare, you drag a foe’s fury onto yourself and steel your body with the wild’s defiance.   As a Bonus Action, you issue a challenge to a creature you can see within 30 feet that can also see and hear you. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). On a failed save, the creature has Disadvantage on attack rolls against any creature other than you until the start of your next turn, or until you have the Incapacitated condition.   If you use this feature while your Rage is active, you gain Temporary Hit Points equal to your Barbarian Level plus your Rage Damage if the creature fails its saving throw, or half as much on a success.   You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Short or Long Rest.  

Level 6: Verdant Lock

Your time in the deep wilds has made your grip relentless and your body stubborn; once the thorns close, neither flesh nor spirit yields easily.   Grasp the Fleeing. While your Rage is active, whenever a creature you can see uses its Speed to attempt to move out of the Emanation of your Fury of Land and Root, you can use your Reaction to lash out with your living brambles before it leaves your Emanation. The creature must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). On a failed save, the creature takes Piercing damage equal to 1d6 + your Strength modifier + Rage Damage and has the Grappled condition. This Grapple follows all the rules of your Fury of Land and Root feature, including counting against the number of creatures you can have Grappled in this way.   Harder to Kill. Your brutal conditioning and bond with the land toughen your body beyond reason. While your Rage is active, you have Advantage on Constitution checks and Constitution saving throws.   Improved Fury of Land and Root. The damage from your Fury of Land and Root, and associated features, count as magical for the purpose of damage Resistance and Immunity.  

Level 10: Bloodbriar Grip

Once the wilds have tasted blood, they cling to both flesh and spirit, refusing to let either flee.   Bloodbriar Grip. While your Rage is active, any creature that has the Grappled condition from your Fury of Land and Root or Verdant Lock features takes Piercing damage equal to your Strength modifier at the start of each of its turns.   Rooted Resolve. Additionally, your brutal conditioning and life in the wild have steeled your instincts against intrusion. You gain a bonus to Wisdom saving throws equal to your Constitution modifier (minimum +1).  

Level 14: Verdant Juggernaut

At the height of your power, you become an immovable, thorn-wreathed bulwark, dragging foes into a killing ground that moves with you.   Bastion of Thorns. While your Rage is active, you can’t be knocked Prone or moved against your will by creatures within the Emanation of your Fury of Land and Root. In addition, you have Advantage on any saving throw you make to avoid being moved or knocked Prone by anything outside your Emanation.   Crushing Brambles. When a creature fails its Strength saving throw against your Brambled Intrusion or Grasp the Fleeing features, you can choose to have it gain the Restrained condition instead of the Grappled condition from that feature.   Endless Ground. While your Rage is active, the Emanation of your Fury of Land and Root has a 10-foot radius.
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