Base Class: Barbarian
Those who walk this path follows the path of the primal energies of the giants and titans. The elemental surge manifests itslef into the body of the barbarian, increasing their size and transforming them partially into something more akin to the source of their primordial might.
While raging this subclass of barbarian can take a few characteristics of the giants or titans of old.
Primal body
Your substance comes from the primal energies itself. You dont need to eat, or breathe.
At level 3, when you enter your rage, your body attunes to an element, you gain resistance from one of the next elements of your choosing: acid, cold, fire, thunder, or lightning.
Titanic blood
At level 3, your rage pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
- Titanic jump. As a bonus action you can jump up to 30 feet in any direction without incurring any attacks of opportunity, you can use this feature a number of times equal to your proficiency bonus per long rest.
- Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.
Elemental Cleaver
Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.
At level 6, when you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
Mighty Impel
At level 10, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a special attack while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. This special attack counts as an attack to keep your rage going. You can do this a number of times equal to your strengh modifier. It resets in a short rest.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Demiurgic Collussus
The primordial power of your rage intensifies. At level 14, when you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.
In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
Escape of tartarus
As the titans from old, no prision can hold you.
At level 14 attacks made by the weapon empowered by your Elemental Cleaver can now create 10ftx10ft gaps in magical barriers and walls, such as wall of force, forcecage etc.
Previous Versions
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11/29/2022 1:23:08 AM
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11/30/2022 2:51:49 PM
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1/29/2023 6:39:28 AM
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1/29/2023 1:09:36 PM
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