The Path of Nature's Rage Barbarians that harness the power of nature gain the responsibility of becoming sentinels, protecting Earth and keeping it balanced. These sentinels are few and far between, not often forming tribes of just Barbarians. However, those who follow the path of Nature's Rage do often join druidic groups, and as such, learn the ways of mother nature to protect it at all costs. Druidic Knowllege Your connection to the land has allowed you to learn the secret language of the druids. You are now able to speak, read, and write Druidic. Following theese traditions, you no longer wear armor and shields made of metal. Additionally, mother nature has embued you with a natural compass. You always know which way the cardinal directions are and can no longer can get lost while in the wilds. Rage of the Wilds Nature has gifted you with the ability to tranform your physical body to a more bestial form when you rage. When you pick this subclass at level 3, choose what aspect of nature you want to follow: The Land, The Sea, The Air, The Green, or The Grey. The Land When you rage, sharp claws and teeth sprout from your hands, feet, and mouth. •You become proficient in unarmed attacks while enraged. Unarmed attacks, such as biting and slashing with claws does a 1d6 damage piercing or slashing damage. •You gain advantage on smell based perception checks while raging. •You may use an action to roar while raging, rallying allies with 30 feet of you, giving them advantage the first attacks of there turn, untill the end of your next turn. •You also gain kinship with any land animals while raging. The Sea When you rage, your finger and toes becomewebbed and you grow gills. •You gain a swim speed equal to your movement speed, and can breathe under water while raging. •While raging, you can propell water at high speeds using your mouth. Make a ranged weapon attack (30/60), with proficiency, on a hit the creature takes 1d6 force damage. •Being in water does not hinder your ability to fight in it while rage. •You gain advantage on perception checks underwater while raging. •You gain kinship with sea creatures while raging. The Air When you rage, wings sprout from your back and talons grow from your hands and feet. •You gain proficiency in unarmed strikes. Unarmed attacks deal a 1d6 damage slashing damage while raging. •While you rage, you gain a fly speed equal to half your movement speed. You must use your bonus action to maintain flight. •You gain advantage on sight based perception checks while raging. •You gain kinship with creatures of the sky while raging. The Green When you rage, your skin becomes green, any hair becomes leaves and plant life, and vines sprout from your arms. •You gain the use of your vines while raging.. Vines have a reach of 10ft and do 1d6 slashing or piercing damage. •When you use an attack action to attack with the vines, you can simultaniously make a grapple check as a bonus action. •While raging, when you are on unworked grassy terrain, you main use your bonus action to sink into the ground. You are obscured to all enemy while sunk into the ground, and have your normal movement speed. It is a bonus action to return to the surface, instantly. •You gain advantage on siesmic based perception checks while raging. •You gain kinship in plant life while raging. The Grey When you rage. You skin becomes grey and fungi sprouts from your back. •When you hit a living creature while raging , you may use your bonus action to attempt to suck the life out of the creature. Make a meelee weapon attack, and if it hits, the creature has to make a constitution save against your spell save DC, on a sucessfull save nothing happens, but on a fail, you gain hit points equal to half the damage you dealt. •After a battle, you may consume the remaining energy of a corpse of a medium size while raging and gain the benefits of a short rest. It takes roughly 10 minutes to consume all the energy. •You gain advantage on all life force based perception checks while raging. •You gain kinship with fungis while raging. A note on appearance The little descriptions of what the transformations looks like are just little suggestions by me. Please feel free customize the transformation to what feels right for the character. To where I was thinking a more wolf like transformation for the The Land aspect, if you want it to be more rabbit like, go ahead. If instead of growing wings, you'd like the winds to just lift you up and carry you, do it. If you would like your character t not go through a physical transformation, but rather use the aspects a la Vixen, have fun. There are countless ways to change it up, so hve fun and be creative.

Spellcasting When you reach 3rd level, mother nature grants you the ability to cast spells. However, you may not cast or concentrate on spells while raging. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the Druid spell list. Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. Spell Slots. The Path of Nature's Rage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells known of 1st-level and higher. You know three 1st-level Druid spells of your choice. The Spells Known column of the Path of Natures Rage Spellcasting table shows when you learn more druid spells of 1st level or higher. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots. Spelcasting Ability. Wisdom is your spellcasting ability for your druid spells You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your wisdom modifier Spell attack modifier = your proficiency bonus + your wisdom modifier Natures Fury Begining at level 6, you have learned to harness your magical energy while raging to deal with tougher threats. While raging, when you hit a creature you may expend a spell slot and deal extra weapon damage. You deal extra damage based on the spell slot used. For example, a 1st level spell slot deals 1 extra dice of damage, and a 2nd level spell deals 2 extra dice of damage. Nature's Protection Bening at level 10, you can harness your magical energy to gain temporary resistance to damage. When you take damage, you may expend a spell slot to resist the damage of that attack. You can not resist damage you already have resistance to. Improved Rage of the Wilds Bening at level 10, the transformation while ragings has become more intense, you take on more traits of your aspect. The Land When you rage, fur covers your body, and you become more bestial in nature. •Your unarmed attack damage increases to a 1d8 of damage and now count as magical for the purpose of overcoming resistance. •Your instincts sharpen even more while raging. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. •You become faster while raging, your movent speed increases by 10ft while raging.

The Sea When you rage, fins start to sprout up, and your skin turns bioluminesent. •Your "Water Gun" is now strong enough to bend steel. The damage increases to 1d8 force damage. •Your movement in the water has greatly increased while raging, your swim speed is now double your walk speed. •Water is constantly washed over you that, making you very slippery. Any creature that makes a grapple check on you while raging, makes it at disadvantage.

The Air When you rage, feathers now cover you body, and a slight beak begins to form. •Your unarmed attacks using your talons now deal 1d8 of damage and count as magical for the purpose of overcoming resistance. •Your fly speed is now the same as your movement speed and you now fly freely while raging, whithout having to speand a bonus action to maintain flight. •While flying, you may now dive bomb creatures. You must descent atleast 20 feet towards a creature and make an attack roll. On a hit, you deal and extra weapon dice of damage and the creature has to make a strength save against your DC, or be knocked prone.

The Green When you rage, you physical body seems to transform into a humanoid figure made of plantlife. •Your vines are now longer lash out more violently. Vines 15ft in length and now deal 1d8 of damage. These attacks now count as magical for the purpose of overcoming resistance. The vines also reach out and try to atack creatures that enter your range. If a creature enters your range, you may use a reaction to attack it with a vine, or grapple it. •The vines also make it much easier to move around the battlefield and climb while raging. You gain a climb speed equal to you walking speed and difficult terrain doesn't cost any extra movement is the vines are not grappling some one. •You can now sink into worked ground, so long as there is plantlife present in the cracks. However, your movement speed is halfed while is worked ground and it takes a full action to surface.

The Grey When you rage, you become more visually rotten and covered with fungi. •When you attack a creature, you may now use your bonus action to suck the life out the creature with any attacks you make that turn, saving for each hit. •You are now rotten to the core, and necrotic energy radiates from you Hostile creatures that start there turn within 5 feet of you take necrotic damage equal to your proficiency modifier. Optional Necrotic Aura Effect Another effect you can choose for your necrotic aura to have (if you DM allows it) is when a creature is healing or being healed with in 5 feet of you, the amount healed is split two ways rounded up and shared between the two of you, as your aura steals the healing energy from the aether. •You have learned to consume magical energies as well, you may use your bonus action to temperarily suck the magical energy out of objects within 5ft of you. Objects subjected by this effect temporarily lose there magical properties untill the start of your next turn. For example, if a creatures is using a flametoungue sword with in 5ft of you, you may use your action to suck the magic out of it, making it a regular long sword for a turn. You may only effect rare or lesser items. Nature's Sentinel Begining at level 14, you may cast spells while raging. The spells that you cast must be druid spells and must not require concentration. When you cast a spell while raging, it takes up your entire action, but you may make a meelee weapon attack as a bonus action if the spell hits. Adaptive Rage Begining at level 14, when you rage, you may use your action to switch between the different aspect of nature, switching between The Land, The Sea, The Air, The Green, and The Grey.





































The Path of Nature's Rage Spellcasting -Spell Slots per Spell Level- Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 - - - 4th 2 4 3 - - - 5th 2 4 3 - - - 6th 2 4 3 - - - 7th 2 5 4 2 - - 8th 2 6 4 2 - - 9th 2 6 4 2 - - 10th 3 7 4 3 - - 11th 3 8 4 3 - - 12th 3 8 4 3 - - 13th 3 9 4 3 2 - 14th 3 10 4 3 2 - 15th 3 10 4 3 2 - 16th 3 11 4 3 3 - 17th 3 11 4 3 3 - 18th 3 11 4 3 3 - 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Druid Spell List (Shortened) Cantrips (0 level) •Druidcraft •Guidance •Mending •Poison Spray •Produce Flame •Resistance •Shillelagh

1st Level •Animal Friendship •Charm Person •Create or Destroy Water •Cure Wounds •Detect Magic •Detect Poison and Disease •Entangle •Faerie Fire •Fog Cloud •Healing Word •Goodberry •Jump •Longstrider •Purify Food and Drink •Speak with Animals •Thunderwave

2nd level •Animal Messenger •Barkskin •Darkvision •Enhance Ability •Find Traps •Flame Blade •Flaming Sphere •Gust of Wind •Heat Metal •Hold Person •Lesser Restoration •Locate Animals or Plants •Locate Object •Moonbeam •Pass without Trace •Protection from Poison •Spike Growth































3rd level •Call Lightning •Conjure Animals •Daylight •Dispel Magic •Meld into Stone •Plant Growth •Protection from Energy •Sleet Storm •Speak with Plants •Water Breathing •Water Walk •Wind Wall

4th level •Blight •Confusion •Conjure Minor Elementals •Conjure Woodland Beings •Control Water •Dominate Beast •Freedom of Movement •Giant Insect •Hallucinatory Terrain •Ice Storm •Locate Creature •Polymorph •Stone Shape •Stoneskin •Wall of Fire