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
3rd-level Path of the Elemental Fury feature
When you enter your rage, you gain the following benefits:
- When you use the Attack, Grapple or Shove action on your turn, you can make one unarmed strike as a bonus action.
- You can roll 1d6 + your Strength modifier in place of the normal bludgeoning damage of your unarmed strikes. This die changes to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
- Your unarmed strikes deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type.
Elemental Rage
3rd-level Path of the Elemental Fury feature
When you enter your rage, you gain the ability to go into an Elemental Rage.
When you enter your rage, you can choose one of the following elements: Air, Earth, Fire and Water. Until your rage ends, you gain a fragment of the power that belongs to the chosen element.
Air Element: Elusive Movements
While you are raging, your walking speed increases by 10 feet and ranged attacks have disadvantage against you.
Earth Element: Earth's Endurance
When you enter your rage, you gain temporary hit points equal to 1d6 + your barbarian level. The die changes to 1d8 when you reach 6th level, 10th level (1d10), 14th level (1d12)
Fire Element: Enlightening Aura
While you are raging, you gain resistance to fire damage and you also shed bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Element: Slippery Skin
While you are raging, you are immune to being grappled, prone and restrained.
Aid of the Elements
6th-level Path of the Elemental Fury feature
The power of the elements coming out of your limbs during your rage increases, causing the unarmed strikes of your Elemental Rage to be considered as martial weapons with the heavy property.
While you are in your elemental rage, the elements within you leak out, in order to help you when you are in danger. Depending on the element you chose when you entered your rage, you will get different effects.
You can use any of these reactions a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Each of these reactions share the same number of uses.
Air Element: Blowing Winds
You unleash the storm brewing. While you are raging and you and you get hit by a creature that is within 30 feet of you, the winds around you begin to blow, drawing it toward or away from you. You can use your reaction to repel or attract any creature that has hit you, up to a total of 15 feet from you.
Earth Element: Earth Slam
You embody the earthquake. While you are raging and you get hit by a creature that is within 5 feet of you and is no more than one size larger than you, you can use your reaction to slam it to the ground and that creature must make a Strength saving throw, the DC equals to 8 + your proficiency bonus + your Constitution modifier. On a successful save, it lands without suffering any effect. On a failed save, the slammed creature is stunned until the start of its next turn and any other creature besides you, that is within 5 feet of the slammed creature, must succeed on a Strength saving throw with the same DC as the previous one or fall prone.
Fire Element: Fire Eruption
Fire tendrils erupt around you and lash out at your foes. While you are raging and you and you get hit by a creature that is within 5 feet of you, you can use your reaction to force that creature to make a Dexterity saving throw, the DC equals to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature takes 1d8 fire damage or half as much damage on a successful one. At higher levels the fire damage taken by the attacking creature increases by 1d8 when you reach 10th level (2d8), 14th level (3d8).
Water Element: Fluid Body
You gain perfect control over your body that now seem to flow like water. While you are raging and you are being forced to make a saving throw that would send you into the paralyzed, stunned, incapacitated or petrified condition, you can use your reaction to gain advantage on that saving throw.
Primordial Guardians
10th-level Path of the Elemental Fury feature
While you are raging, as an action, you can call to you the elements that manifest themselves in the form of elementals as per the effect conjure minor elementals spell, as described in the Spellcasting section.
This action is not prohibited by the restrictions from the barbarian feature rage, because this effect does not count as magical, therefore it doesn't suffer from any antimagic effect such as dispel magic or counterspell, but you still need to provide all the necessary components.
This action counts as an Attack action with an unarmed strike for the purpose of keeping your rage active and meeting the requirements for being able to use an unarmed strike as a bonus action from the feature Unarmed Fury of the Path of the Elemental Fury Barbarian.
These elementals must be of the same element of your rage, and they disappear when your rage ends.
You can use this ability only once per rage.
Incarnation of the Elements
14th-level Path of the Elemental Fury feature
When you enter your rage, your body gains the physical properties of the elements and you gain a new ability related to your element.
While you are raging, you can move through the space of another creature, without counting it as difficult terrain, and you can end your turn inside another creature's space without either of you taking damage. You can also move through a space as narrow as 1 inch wide without squeezing.
Air Element: Master of the Wind
You gain control over the air around you and any flying creature around you ends up under your will. While you are raging, as an action, you can jump up to 30 feet in the air and every creature, within 30 feet of you, must make a Dexterity saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, the targets fall prone to the ground Immediately, taking 1d6 bludgeoning damage for every 10 feet they feel. On a successful save, the targets are only pulled down to the ground by 10 feet and if they reach the ground, they don't take any damage and don't fall prone. If a target is above you and fails the saving throw, it passes right through you, without disturbing you. If it is above you but does not fail the saving throw, it still gets pushed down 10 feet, and if it has finished its turn in the same space as you, neither of you takes any damage. At the end of your turn, you safely descend to the ground, without taking any damage.
This action counts as an Attack action with an unarmed strike for the purpose of keeping your rage active and meeting the requirements for being able to use an unarmed strike as a bonus action from the feature Unarmed Fury of the Path of the Elemental Fury Barbarian.
Earth Element: Shaper of the Earth
You gain the ability to shape the earth to your heart's content. While you are raging, as an action, you can create a stone wall right in front of you, that can be composed by a 10-foot- by-10-foot panel, 3 inches thick or by a 5-foot- by-5-foot panel, 6 inches thick. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys the wall. You can pass through the wall you created, but attacks can't pass through the wall.
This action counts as an Attack action with an unarmed strike for the purpose of keeping your rage active and meeting the requirements for being able to use an unarmed strike as a bonus action from the feature Unarmed Fury of the Path of the Elemental Fury Barbarian.
Fire Element: Aspect of Fire
Your body gets covered in flames and everyone you touch burns. While you are raging, the first time you enter a creature's space on a turn, you can force that creature to make a Dexterity saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, that creature takes 2d6 fire damage or half as much damage on a successful one. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns.
Water Element: Threat of the Depths
Your body seems to trap enemies like a deep, dark sea abyss. While you are raging, you have a swimming speed equal to your current walking speed and you can breathe underwater, you gain the ability to grapple up to two creatures, within the size difference restrictions from the grappling rules, and you have to use an Attack action for each grappling attempt, you can also move up to your full movement speed while grappling creatures.
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