Base Class: Barbarian
Upon distant shores, beyond the reaches of common tales, lie highlands of a primal and unforgiving nature. Inhabited by only ancient elementals and monstrous beast, a forgotten tribe of barbaric warriors lay claim to this land of fire and ice. Their bodies and weapons of choice - at times one and the same - have come to adopt the dichotomy within the volcanic flames and glacial ice.
Only seldom are these powers witnesses. More seldom still, is one given the opportunity - the honour - to gain the knowledge & understanding of how to wield such mighty forces. You are among the select few who have been granted this privilege, and now - upon completing your training - it is your duty to let the world be witness to your awesome strength.
Some say the world will end in Fire,
some say in Ice.
From what I've tasted of Desire,
I hold with those who favour Fire.
But if I had to perish twice,
I think I know enough of Hate
To know that for destruction Ice
Is also great,
And would suffice.
~ Robert Frost ~
Elemental Rage
At 3rd level, when you adopt this path, you can choose to enter an Elemental Rage instead of the regular Rage. This requires two uses from the maximum number of rages you can enter between long rests. Whenever you enter an Elemental Rage, you choose an aspect of the elements - Fire or Ice - and gain its features. You must have an embodiment of your chosen aspect on you — tattoos, an old injury or an elemental trinket.
While raging, you gain the following benefits:
- You gain resistance Fire or Cold damage (depending on the elemental aspect you have chosen).
- You replace the Rage Damage values from the Rage Damage column in the Barbarian Table. The damage type depends on the aspect you have chosen.
|
Level 1 - 8 |
2d4 |
|
Level 9 - 15 |
3d4 |
|
Level 16 - 20 |
4d4 |
Fire
While raging, you deal additional fire damage whenever you hit a creature with an unarmed strike or weapon attack, as you channel the raging inferno within you. Furthermore, you gain resistance to fire damage.
Ice
While raging, you deal additional cold damage whenever you hit a creature with an unarmed strike or weapon attack, as you release the frozen fury within you. Furthermore, you gain resistance to cold damage.
Unyielding Nature
The elemental powers at your command are primeval and unstoppable. In the face of certain adversity, you can relent control over the elements surging within you. As a bonus action, you gain the following benefits until the end of your next turn:
- Spells and other magical effects cannot reduce your speed.
- Spells and other magical effects that cause you to be charmed, paralyzed or petrified no longer do so.
- You can escape from nonmagical restraints, such as manacles or a creature that has you grappled.
You can use this feature a number of times equal to your Constitution Modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Soul of Fire and Ice
Your connection with the Elements of Fire and Ice open your eyes to their fragmental manifestation within others. As an action, you can give yourself advantage on your next Charisma (Intimidation), Charisma (Persuasion), or Wisdom (Insight) check.
You can use this feature a number of times equal to your proficiency bonus.
Avatar
You become the embodiment of Fire or Ice as you lose yourself in their primordial powers, further enhancing your Elemental Rage feature for its duration.
Avatar of Fire
Flames race across your body and you gain the following benefits until your Elemental Rage ends:
-
You are immune to fire damage and have resistance to cold damage.
- The flames across your body shed bright light in a 30-foot radius and dim light for an additional 30 feet. The flames don’t harm you.
-
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
-
When taking the attack action, you can use one of your attacks to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Avatar of Ice
Ice rimes your body and you gain the following benefits until your Elemental Rage ends:
-
You are immune to cold damage and have resistance to fire damage.
-
You can move across difficult terrain created by ice or snow without spending extra movement.
-
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
-
When taking the attack action, you can use one of your attacks to instead create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Comments