Barbarian
Base Class: Barbarian

Some barbarians hail from cultures that revere the raw primordial rage of the elements – the fury of the cyclone, the wrath of the volcano, the crash of the tidal wave, the destruction of the earthquake.

Unarmed Fury

Primal magic empowers your strikes. At 3rd level when you adopt this path, you gain the following benefits while you are raging and unarmed:

  • When you use the Attack action with an unarmed strike on your turn or when you attempt a shove or grapple, you can make one unarmed strike as a bonus action, or instead make a shove or grapple attempt assuming you didn't attempt one as an attack action.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes to a d6 at 6th level, and a d8 at 14th level.

 

Elemental Rage

At 3rd level, when you adopt this path, you gain the ability to go into an Elemental Rage. You can choose a different element whenever you rage. At your option, you also gain minor physical attributes that are reminiscent of your elemental spirit.

Air

While raging, ranged weapon attacks have disadvantage against you.

Earth

At 3rd level, Whenever you rage, you gain temporary hit points equal to your barbarian level + Con modifier.

Fire

At 3rd level, While raging, you gain resistance to fire and radiant damage. You also shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Water

At 3rd level, While raging, you are immune to being grappled, prone and restrained.

Reckless Inferno

At 6th level, your Elemental Rage empowers your reckless strikes.
If an effect require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Air

You strike with the fury of the wind. Whenever you’re raging and you make a reckless attack with an unarmed strike, you can make two unarmed strikes as a bonus action.

Earth

Your strikes embody the earthquake. Once per turn whenever you’re raging and you make a reckless attack with an unarmed strike, you can force your opponent to succeed on a Dexterity saving throw or be knocked prone.

Fire

If you’ve made a reckless attack on your turn, fire tendrils erupt around you and lash out at your foes. Until the start of your next turn, if a creature hits you with a melee attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to to prof bonus + Con modifier.

Water

Your limbs flow like the river. Whenever you’re raging and make a reckless attack, your unarmed strikes gain a range of 10 feet.

Primordial Guardians

At 10th level, as an action, you can summon elementals while raging, as per the effect of the Conjure Minor Elementals spell. These elementals must be of the same element than your rage, and disappear when your rage ends.

Elemental Mastery

You gain the following cantrips and Constitution is your spellcasting ability for these cantrips. Mold Earth, Control Flames, Shape Water, Gust.

Elemental Attunement

At 14th level, you gain a magical benefit based on your Elemental Rage.

Air

While raging, you have a flying speed equal to your current walking speed.

Earth

While raging, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. Additionally Your AC increases by 2.

Fire

While raging, you can use a bonus action to launch a flame spirit towards an area you can see within 30 feet. You lob a flame spirit that explodes out in a 10 foot sphere. Every creature of your choice in the area must succeed on a Dexterity saving throw or take fire damage equal to 2d6 + your Constitution modifier.

Water

While raging, you have a swimming speed equal to your current walking speed and you can breathe underwater. In addition, you can move your normal speed while grappling creatures. You also may grapple an extra creature as a water tendril manifests to restrain them.

Comments

Posts Quoted:
Reply
Clear All Quotes