Barbarian
Base Class: Barbarian

The Path of Elemental Chaos is walked by those attuned to the primordial and ancient power of the four elements. They embody and wield the wrath and power of water, fire, earth and water, unleashing natural devastation upon your foes. It’s not just a connection to it however, your very self twists and morphs with the different elements, always changing their connection from one to another, leaving a trail of mixed destruction caused by the ways in which their bodies adapt to harness them.

Perhaps you hail from a culture that reveres the primordial power of the elements, or from a tribe dedicated to protect them, such as the Ashari of Exandria; or maybe you took part in a magical accident that bound you to the elemental planes of existence. Whatever the case may be, these barbarians rage with the fury of the cyclone, the wrath of a wildfire, the crash of the tidal wave, and the destruction of the earthquake.

Elemental Disarray

Beginning when you first choose this path at 3rd level, the power of the four elements courses through your veins, untamed and chaotic. Whenever you finish a short or long rest, or whenever you rage, roll 1d4. You become attuned to the rolled element until you roll again.

Result

Element

1

Water

2

Fire

3

Earth

4

Air

Depending on the element you rolled, you gain different benefits, as shown below (toggle the different elements in your character builder):

Air

While attuned to air, you gain the following benefits:

  • You know the Gust cantrip. Constitution is your spellcasting ability modifier for this spell.
  • As long as you are raging, ranged attacks have disadvantage against you.
  • When you first start raging, you can choose to transform your hands into two compressed air cannons. They deal 1d12 slashing damage, they count as natural magical melee weapons, and they use your Strength modifier for attack and damage rolls. You can also make ranged attacks with them, out of a range of 30 feet, and you add your Rage damage bonus to them.
  • Once per turn when you deal damage while you are raging, you can cause a gust of wind to move your foes around. The creature must succeed on a Strength saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or be moved a number of feet equal to 5 + 1d6 + your Barbarian level (rounded to the nearest multiple of 5); being moved half as much on a successful save.

Earth

While attuned to earth, you gain the following benefits:

  • You know the Mold Earth cantrip. Constitution is your spellcasting ability modifier for this spell.
  • While raging, you can’t be knocked prone or moved against your will. 
  • When you first start raging, you can choose to transform your hands into two big mauls of minerals. They deal 2d6 bludgeoning damage, they count as natural magical melee weapons, and they use your Strength modifier for attack and damage rolls.
  • Once per turn when you deal damage while you are raging, you can cause pebbles to erupt from the attack and coat a creature in stony protection. Choose a creature within 15 feet of you, they gain temporary hit points equal to 1d6 + your Barbarian level.

Fire

While attuned to fire, you gain the following benefits:

  • You know the Produce Flame cantrip. Constitution is your spellcasting ability modifier for this spell.
  • As long as you are raging, you gain resistance to fire and radiant damage. 
  • When you first start raging, you can choose to transform your hands into claws of fire and light. They deal 3d4 fire damage, they count as natural magical melee weapons, and they use your Strength modifier for attack and damage rolls.
  • Once per turn when you deal damage while you are raging, the creature must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier). On a failed save, at the beginning of their next turn, they take additional fire damage equal to 1d8 + your Barbarian level, taking half as much on a successful save.

Water

While attuned to water, you gain the following benefits:

  • You know the Shape Water cantrip. Constitution is your spellcasting ability modifier for this spell.
  • As long as you are raging, you are immune to being grappled or restrained.
  • When you first start raging, you can choose to transform your hands into two water tentacles. They deal 1d12 cold damage, they count as natural magical melee weapons, and they use your Strength modifier for attack and damage rolls. They have a range of 15 feet. 
  • Once per turn when you deal damage while you are raging, you can cause a burst of cold water to slow your foes. The creature must succeed on a Strength saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or have its speed reduced by a number of feet equal to 5 + 1d6 + your Barbarian level (rounded to the nearest multiple of 5); having its speed reduced for half as much on a successful save.

Primordial Envoy

Also at 3rd level, you learn to speak Primordial, and as such its dialects: Auran, Aquan, Terran and Ignan. In addition, depending on the element you are attuned to by your Elemental Disarray feature, you have advantage on all Charisma checks made to interact with Elementals of that element type.

Elemental Attunement

Starting at 6th level, your connection to the elements grows deeper, and you gain the following benefits depending on which element you are attuned to.

Air

While attuned to air, you gain the following benefits:

  • Once per long rest, you can cast the Fly spell without expending a spell slot. Constitution is your spellcasting ability modifier for this spell. Casting or concentrating on the spell this way doesn’t affect your rage feature. If you are raging, you can cast this spell as a bonus action. Even if you cast this spell, attune to a different element, and attune back to this one, you can still cast it once per long rest.
  • You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Earth

While attuned to earth, you gain the following benefits:

  • Once per long rest, you can cast the Erupting Earth spell without expending a spell slot. Constitution is your spellcasting ability modifier for this spell. Casting or concentrating on the spell this way doesn’t affect your rage feature. If you are raging, you can cast this spell as a bonus action. Even if you cast this spell, attune to a different element, and attune back to this one, you can still cast it once per long rest.
  • You gain a burrow speed equal to your walking speed, and when you use it, you do not disturb the material you move through.

Fire

While attuned to fire, you gain the following benefits:

  • Once per long rest, you can cast the Fireball spell without expending a spell slot. Constitution is your spellcasting ability modifier for this spell. Casting or concentrating on the spell this way doesn’t affect your rage feature. If you are raging, you can cast this spell as a bonus action. Even if you cast this spell, attune to a different element, and attune back to this one, you can still cast it once per long rest.
  • You can use a bonus action to cause either you or an object to glow in flaming light. The object or you sheds bright light for 50 feet, and dim light for an additional 50 feet. You can use a bonus action to cause it or you to stop glowing.

Water

While attuned to water, you gain the following benefits:

  • Once per long rest, you can cast the Tidal Wave spell without expending a spell slot. Constitution is your spellcasting ability modifier for this spell. Casting or concentrating on the spell this way doesn’t affect your rage feature. If you are raging, you can cast this spell as a bonus action. Even if you cast this spell, attune to a different element, and attune back to this one, you can still cast it once per long rest.
  • You have a swimming speed equal to twice your current walking speed and you can breathe underwater.

Primordial Adaptability

At 10th level, you can control the chaotic forces of the elements with slightly more precision. Whenever you roll the d4 to determine your Elemental Attunement, you roll 2d4 instead, choosing amongst one of the two results. 

In addition, once per short rest, as a reaction to being hit by an attack, you may emit a burst of elemental power. Creatures of your choice within 10 feet of you take damage equal to twice your Barbarian level. The type is that of your natural weapon. When you do so, roll in the Elemental Disarray table, and you can teleport up to 30 feet in any direction.

Elemental Hierarch

By the time of 14th level, you can conjure a primordial ally to aid you in battle. Whenever you rage, you can cause either a Water Elemental, a Fire Elemental, an Earth Elemental or an Air Elemental, depending on the element you are currently attuned to. It takes its turn immediately after yours, it is friendly to you and your companions, and it obeys all commands you give it. If you try to summon another one while one is already active, the previous one disappears.

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