Base Class: Barbarian
Barbarians who follow the Path of the Primordial tap into the chaotic forces of the elements, embodying the storm, the quake, the wildfire, and the tides. Some believe their power comes from an ancient bloodline linked to the Primordials, while others are chosen by the elements themselves to be their avatars of destruction.
Level 3: Primordial’s Rage
When you enter a rage, you embody elemental fury. Choose one of the following damage types: fire, cold, lightning, or Thunder While raging:
Your melee weapon attacks deal an extra 1d6 damage of the chosen type.
You gain resistance to that damage type.
You may switch your elemental damage type at the start of your turn while raging.
In addition you learn the elementalism cantrip
Level 6: Elemental Rebuke
Your body surges with primordial energy, lashing out when harmed. When you take damage from a creature within 10 feet of you, you can use your reaction to release a burst of elemental energy. The attacker takes damage equal to your Rage Damage bonus + your Constitution modifier, using your currently chosen elemental damage type (fire, cold, lightning, or acid).
Additionally, you can breathe in environments that lack air (such as underwater or within heavy smoke).
Level 10: Unchained Tempest
The elements react violently to your emotions. As a bonus action while raging, you can unleash a 10-foot aura around you for 1 minute, based on your current elemental type:
Fire: Creatures that start their turn in your aura take fire damage equal to your Constitution modifier. Flammable objects ignite.
Cold: The area becomes difficult terrain for enemies, and creatures within it have disadvantage on Dexterity saving throws.
Lightning: A creature that enters your aura or starts its turn within it takes lightning damage equal to your Constitution modifier.
Thunder: When a hostile creature enters your aura or starts its turn for the first time each turn it must make a constitution saving throw on a failed save the creature has disadvantage on attack rolls until the start of its next turn.
Primordial Avatar
Your bond with the elements reaches its peak, granting you the ability to temporarily become a force of nature. As a bonus action while raging, you can transform into an elemental avatar for 1 minute. While in this form:
You gain a flying speed of 40 feet (hover).
Your weapon attacks deal an extra 1d10 elemental damage instead of 1d6.
You gain the ability to unleash a cataclysmic wave of elemental fury, devastating everything in your path. As an Action, you can conjure a burst of primal energy in a 30-foot radius centered on you. Creatures within this area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, creatures take 4d10 thunder damage and are pushed 20 feet away from you, knocked prone, and are deafened until the end of their next turn. On a successful save, creatures take half as much damage and are only pushed 10 feet away.
Once you use this feature, you cannot do so again until you finish a long rest.
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