Nature
Choose two from Animal Handling, Athletics, Intimidation, Old Magic, Perception, and Survival
Few truly harness the power of nature to its full potential, the raw force of the elements, of Vikana’s impossible might. Simply taking nature for yourself is foolish, you see, nature needs to give itself to you, and you must gratefully accept. Nature is not only sheer unbridled rage, nature is giving and taking, blooming and dying. Vikana’s Barbarians know this, and respect the realms for all they have to offer. Their true power comes from the bond with the elements they find within themselves, the ties their auras have to the world around them.
Vikana’s Children of the Earth, otherwise known as Path of the Earthquake, are taught their craft with honor and pride. The power of tectonic plates and the weight of mountains follow and flow behind every strike these great warriors make, but so does the sweet healing nectar of Fyane flowers and the protecting bark of the Mother Tree as they defend their fallen brothers and sisters on the battlefield and bring them back to health.
At Level 2, gain access to a select list of Druid, Ranger and Cleric Spells. Level 3 feat, Groundbreaker: Twice per long rest, you may take a full action to shape the battlefield in your own design. Pillars of stone, walls of trees, and crevasses through the earth are all within your wheelhouse. You may move 100 sq ft of earth at a time, however you see fit. At level 12, this scales to 200 sq ft. Level 6 feat, Force of Nature: No longer have to break rage to cast a spell, and concentration can still be held when entering/exiting rage. Level 10 feat, One with the Earth: Take an action during or before battle to meditate with your surroundings, if in a natural environment. On a successful persuasion check, DM’s discretion, the flora will aid your party in battle. Treat the surrounding trees and boulders, or other natural elements equal/larger to a Medium creature, as allies. Level 14 feat, Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
(a) a stone greataxe or (b) any martial melee weapon
(a) a bone scimitar or (b) any simple weapon
Leather armor, an explorer’s pack, and a natural focus
Spell save DC = 8 + proficiency bonus + Aura modifier Spell attack modifier = proficiency bonus + Aura modifier Ritual Casting = You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared
In preparation to take the Path of the Earthquake, the character must begin study of nature and Vikana’s history.
- No formal trials are held, but the actions the character takes on their path of study will be witnessed and taken into account by the nature around them.
- Once you pledge yourself to Vikana and prove yourself worthy of her blessing and power, you will be gifted a natural token of power. This is typically a gem, stone, or flower. There’s no clear distinction of importance, but to the character, they will know. (Most choose to turn this token into a pendant, but it can be worn however as long as it stays on your person.)
You have an aversion to technology as well as metal armor.
You gain a list of spells, compiled from Ranger, Druid, and Cleric spells.
Best suited for Earthen races, especially Firbolgs or Zekari.
Level | XP | Abilities |
---|---|---|
1 | 0 | Rage, Unarmored Defense |
2 | 300 | Reckless Attack, Danger Sense |
3 | 900 | Primal Path (Path of the Earthquake), Path Feature: Groundbreaker |
4 | 2,700 | Ability Score Improvement |
5 | 6,500 | Extra Attack, Fast Movement |
6 | 14,000 | Path Feature: Force of Nature |
7 | 23,000 | Feral Instinct |
8 | 34,000 | Ability Score Improvement |
9 | 48,000 | Brutal Critical (1 die) |
10 | 64,000 | Path Feature: One with the Earth |
11 | 85,000 | Relentless Rage |
12 | 100,000 | Ability Score Improvement |
13 | 120,000 | Brutal Critical (2 dice) |
14 | 140,000 | Path Feature: Retaliation |
15 | 165,000 | Persistant Rage |
16 | 195,000 | Ability Score Improvement |
17 | 225,000 | Brutal Critical (3 dice) |
18 | 265,000 | Indomitable Might |
19 | 305,000 | Ability Score Improvement |
20 | 355,000 | Primal Champion |