Base Class: Barbarian
All barbarians have powerful rage. The untamed elemental fury of those who follow the Path of the Cataclysm is a more tangible rage than most. Attuned to the greatest extremes and natural disasters, these barbarians train with druids at the harsh ends of civilization, or with planeswalkers at the paraelemental borders between worlds. These bastions of elemental power represent the chaotic energy of the natural world at its mightiest, and wield it on the battlefield to widespread, devastating effect.
Disaster Aura
Starting at 3rd level, destructive elemental power explodes from you while you rage, creating a roiling aura of energy that extends 10 feet from you in every direction, though not behind total cover. The aura's radius increases to 15 feet at level 10 and 20 feet at level 14.
Choose a catastrophe from the options listed below. Your aura gains features based on the type you choose at this level, and you gain new features for the same aura at 6th and 14th levels in this class. You can change your chosen power whenever you gain a level in this class.
When a creature starts its turn within your aura, you can deal magical damage to it equal to half your barbarian level. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Your aura determines the type of damage dealt. When you enter a rage, and as an action while raging, you can send power surging through your aura. Creatures of your choice in the area take an amount of damage equal to 1d6 + your Constitution modifier, of the same type as your aura.
This surge of power allows you to maintain your rage as though you attacked a hostile creature.
Blight. You emanate disease and toxic miasma. You deal necrotic damage, and creatures of your choice in your aura suffer disadvantage on Strength and Dexterity checks as plague and parasite wrack their bodies.
Blizzard. Winter wind and frigid snow surround you. You deal cold damage, and can use the plunging temperature to soothe the flames of battle. You can use a bonus action to give a creature of your choice within your aura temporary hit points equal to half your barbarian level.
Earthquake. Your blows carry the incredible power of shifting earth and falling avalanches. You deal thunder damage, and can use a bonus action to focus the tremors on a creature of your choice within your aura. That creature must make a Strength saving throw or be knocked prone.
Flood. You are a portal to the crushing ocean depths. Your aura deals bludgeoning damage. Creatures of your choice in your aura jump half as high and far as they otherwise could. For all creatures of your choice without a swim speed, the space in your aura is difficult terrain.
Nexus. A torrent of unrestrained magic whirls around you. You deal force damage, and when a spell attack roll originates from or targets a point within your aura, you can divide its damage evenly among targets of your choice within your aura. The number of targets you choose cannot exceed your Constitution modifier + 1 (a minimum of 2).
Sandstorm. Wind hurls sand around your body. You deal slashing damage, and the area within your aura is difficult terrain for all creatures of your choice. When a creature within your aura makes or is targeted by a ranged attack, you can use your reaction to impose disadvantage on the roll.
Solar Flare. You explode with the power of the sun. You deal radiant damage, and cast bright light within and 30 feet beyond the limits of your aura, and dim light for another 30. You can use a bonus action to intensify the glare for one creature, which must make a Constitution saving throw. On a failed save, the target is blinded until the start of its next turn.
Tempest. Wind and lightning surge from your body. You deal lightning damage, and can use a bonus action to focus the lightning on a creature or object within your aura and blast it in a straight line up to 15 feet toward or away from you. If the target is composed of or wearing metal, you can move it up to 30 feet instead. When you do so, you cast bright light within and 15 feet beyond the limits of your aura, and dim light for another 15.
Volcano. You radiate incredible heat and powerful flames. You deal fire damage, and shed bright light in a 30-foot radius and dim light for an additional 15. When you take damage, you can use your reaction to erupt superheated jets of flame. Creatures of your choice within 5 feet of you take an amount of fire damage equal to your Constitution modifier (a minimum of 1) and are blasted 5 feet away from you.
Nexus.
A torrent of unrestrained magic whirls around you. You deal force damage, and when a spell attack roll originates from or targets a point within your aura, you can divide its damage evenly among targets of your choice within your aura. The number of targets you choose cannot exceed your Constitution modifier + 1 (a minimum of 2).
Blight.
You emanate disease and toxic miasma. You deal necrotic damage, and creatures of your choice in your aura suffer disadvantage on Strength and Dexterity checks as plague and parasite wrack their bodies.
Blizzard.
Winter wind and frigid snow surround you. You deal cold damage, and can use the plunging temperature to soothe the flames of battle. You can use a bonus action to give a creature of your choice within your aura temporary hit points equal to half your barbarian level.
Earthquake.
Your blows carry the incredible power of shifting earth and falling avalanches. You deal thunder damage, and can use a bonus action to focus the tremors on a creature of your choice within your aura. That creature must make a Strength saving throw or be knocked prone.
Flood.
You are a portal to the crushing ocean depths. Your aura deals bludgeoning damage. Creatures of your choice in your aura jump half as high and far as they otherwise could. For all creatures of your choice without a swim speed, the space in your aura is difficult terrain.
Sandstorm.
Wind hurls sand around your body. You deal slashing damage, and the area within your aura is difficult terrain for all creatures of your choice. When a creature within your aura makes or is targeted by a ranged attack, you can use your reaction to impose disadvantage on the roll.
Solar Flare.
You explode with the power of the sun. You deal radiant damage, and cast bright light within and 30 feet beyond the limits of your aura, and dim light for another 30. You can use a bonus action to intensify the glare for one creature, which must make a Constitution saving throw. On a failed save, the target is blinded until the start of its next turn.
Tempest.
Wind and lightning surge from your body. You deal lightning damage
Volcano
You radiate incredible heat and powerful flames. You deal fire damage, and shed bright light in a 30-foot radius and dim light for an additional 15.
Omen of Catastrophe
At 6th level, your power grants you benefits at all times, whether you are raging or not. You learn Primordial, the language of elemental magic, and gain one benefit based on your chosen aura:
Blight
You gain resistance to necrotic damage, and have advantage on saving throws against poisons and diseases.
Blizzard
You gain resistance to cold damage, and ignore difficult terrain created by ice, slush, and snow.
Earthquake
You gain resistance to thunder damage, and have tremorsense within 15 feet.
Flood
You gain a swim speed equal to your walking speed, and can breathe underwater. You also gain darkvision within a range of 30 feet. If you already have darkvision, its range increases by 30 feet.
Nexus
You resist force damage, and learn the prestidigitation cantrip. Constitution is your spellcasting ability for this cantrip.
Sandstorm
You don't suffer the effects of extreme heat or strong winds, and can survive for thrice as long without food or water. You also learn the gust cantrip. Constitution is your spellcasting ability for this cantrip.
Solar Flare
You grain resistance to radiant damage, and learn the light cantrip. Constitution is your spellcasting ability for this cantrip.
Tempest
You gain resistance to lightning damage, and ignore the penalties of strong wind and heavy precipitation.
Volcano
You gain resistance to fire damage. You can also set aflame any object that isn't being worn or carried simply by touching it.
Gaia's Embrace
Beginning at 10th level, you can not only shield your allies from your furious aura, but also protect them from similar effects. All creatures of your choice within your aura have resistance to your aura's damage type unless you have a flood or sandstorm aura. Those auras grant you and your allies resistance to cold damage and fire damage, respectively.
Channel the Apocalypse
At 14th level, you can use powerful magics that personify your disaster. You learn a pair of spells determined by your aura, which you can cast only while raging. If your rage ends while you are concentrating on a spell, the spell continues for the remainder of its duration.
Blight
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Blizzard
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Earthquake
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Flood
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Nexus
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Sandstorm
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Solar Flare
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Tempest
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
Volcano
You can cast and concentrate upon these spells while raging, unlike normal spells. You also cast them without material components, if they require them. You can cast a spell granted by this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended castings when you finish a long rest. Your spellcasting ability for these spells is Constitution. If a spell is not already 4th level or higher, then it is cast at 4th level.
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