Base Class: Barbarian
Unlike other barbarians, those that follow this path are truly unique. The elemental warriors rage manifests as a vulgar and unstoppable force of nature, to be feared and respected by allies and enemies alike.
Those that walk the path of the elements have agreed to a pact with an Archomentals of the Elemental Planes (whether good or evil). They draw upon the fury and power of the Archomentals within the thralls of battle. With the body and will of of a warrior and the equal fury of both the chaos of the elements are unleashed.
Elemental Rage
When you choose this path at 3rd level, you choose a Archomental to devote your rage to. Upon striking the pact with the Archomental you gain the ability to infuse your rages with that elemental power. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Elemental DC = 8 + proficiency bonus + Con modifier.
Once per long rest you can:
Air
You subconsciously gather the elemental wind around you. As a reaction when you are hit by an enemy within 5ft of you, you can push all enemies within a 15ft square away from you dealing 1d10 slashing damage. All enemies must make a Dex saving throw to avoid being pushed. At level 14 your rage strengthens to 2d10 slashing damage.
Earth
As a reaction when you are hit by an enemy you may choose to harden your bones, muscle and skin to stone and you reduce all non-magical bludgeoning, piercing, and slashing damage you take by 1d12. As a result you cannot move or be moved on your next turn but your next attack does an extra d4 damage. At level 14 your rage strengthens to 2d12.
Fire
As an action you can explode in a 10ft radius dealing 1d10 fire damage. Any creature within the blast radius are pushed back 15ft and must make a Dex saving throw to avoid being pushed. A flammable object hit by this spell ignites if it isn't being worn or carried. At level 14 your rage strengthens to 2d10.
Ice
As an action you can focus the ice element into the palm of your hand and make a ranged attack on an enemy. An ice blade erupts from your palm and deals 1d4 piercing plus 2d4 cold damage and reduce the enemy speed by 10ft. At level 14 your rage strengthens to 2d4 piercing and 4d4 cold damage.
Water
As a bonus action you can become fluid like the sea allowing you to move with grace and speed. You can dash as a bonus action and move without provoking an opportunity attack or you create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured for upto an hour.
Elemental Endurance
At 6th level, you gain resistance to your Element.
You can now use your action to briefly control your elemental force nearby, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to your element, such as a shower of sparks, a puff of wind, a spray of light mist, a gentle rumbling of stone, or frost on a surface.
- Control your element so that it can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Absorption
When you reach level 10, your rage grows stronger and more violent. Your connection to the Archomental gets stronger empowering your abilities. While you are raging you can use a bonus action to absorb your element into yourself to regain hit points equal to 1d8 + your rage bonus.
Elemental Mastery
At the 14th level your elemental rage increases in strength.
Once per long rest you can cast:
Ground Shattering Fissure
Casting Time: 1 action
You create a seismic disturbance at a point on the ground by slamming your fist through the ground. For the duration, an intense tremor rips through the ground in a 50-foot-radius circle centered around you. The ground in the area becomes difficult terrain.
Fissures opens in a straight line from the impact point. A total of 1d4 such fissures open and are 1d10 × 10 feet deep, 10 feet wide, and extends from you to the end of the spell's area. A creature standing on a spot where a fissure opens takes 12d6 bludgeoning damage and must succeed on a Dexterity saving throw or falls in. A creature that falls in must climb out. A creature that successfully saves avoids the fissure's edge as it opens.
Ice Barrage
Casting Time: 1 action
Range: 150ft
You release all your rage in an explosion of of ice. Each creature within a 20ft radius, 40ft high cylinder must make a Dexterity saving throw. A creature takes 6d8 bludgeoning and 4d6 cold damage on a failed save, or half as much damage on a successful save. Additionally, the area is difficult terrain until the end of your next turn.
Massive Fireball
Casting Time: 1 action
You release all your rage at once creating a massive fireball 20ft radius, the fireball is released in a 150ft straight line. Each creature in its path must make a Dexterity saving throw. All creature takes 12d6 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
Raging Storm
Casting Time: 1 action
Range: 150ft
Duration: Concentration; 10 min
You concentrate all your rage in a 20ft radius sphere within range. Every creature in the sphere when it appears or that ends its turn there must pass a Strength saving throw or take 12d6 bludgeoning damage, or half as much damage on a successful save. The sphere's space is difficult terrain.
Creatures within 30ft of the sphere have disadvantage on Perception checks.
Tsunami of Rage
Casting Time: 1 action
Range: 150ft
Your rage summons a wave of water into existence at a point you choose within range. You can make the wall up to 100ft long, 100 ft high, and 30 ft thick.
When the wave appears, each creature within its area must make a Strength saving throw. On a failed saving throw, a creature takes 7d10 bludgeoning damage, or half as much damage on a successful save. Any creature hit by the wave gets pushed back the length of the wave.
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