Barbarian
Base Class: Barbarian

The Path of the Elemental is one lined with destruction and mayhem. Barbarians that follow this path can channel their rage into pure elemental chaos, unleashing it with reckless abandon.

An individual's ability to tame their elemental rage determines their appearance in this state. Ranging from minimal cracks in the skin showing the burgeoning chaos within, to a humanoid form made of pure uncontrollable energy.

Elemental Rage

Starting when you choose this path at 3rd level, you can become a being of pure elemental rage. When you enter your rage, you chose a damage type: cold, fire, lightning, necrotic, radiant, or thunder. Until the rage ends, you gain resistance to your chosen damage type.

Once per turn, when you hit a creature while raging with a melee weapon attack you can infuse the strike with elemental energy, dealing 1d8 damage of your current Elemental Rage type. The damage of this feature increases to 2d8 at level 10.

Elemental Attack

At 3rd level, you can perform unique attacks depending on your elemental rage. As an action you can perform an attack depending on your elemental rage. These attacks are listed in the table bellow, and is based on the element you are currently resistant to from your Elemental Rage feature. If the attack requires a saving throw the save DC is 8 + your Constitution modifier + your proficiency bonus. The damage of this feature increases by 1d8 at level 6, 2d8 at level 10, and by 3d8 at level 14.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Damage Type Elemental Attacks
Cold Each creature within a 15ft cone originating from you needs to make a Constitution saving throw or take 2d8 cold damage and have their speed halved until the end of its next turn, half as much on a success. (This cone increases to 20 feet at level 10.)
Fire Jump up to half your speed to an unoccupied spot that you can see, each creature within 5 feet of spot you landed on must make a Dexterity saving throw or take 2d8 fire damage, half as much on a success. (This area increases to 10 feet at level 10.)
Lightning Move up to your speed in a straight line, each creature that comes into 5 feet of you must make a Dexterity saving throw or take 2d8 lightning damage, half as much on a success.
Necrotic Choose a number of creatures equal to your proficiency bonus within 30 feet of you that you can see, they must make a Charisma saving throw or take 1d8 necrotic damage and be frightened of you until the end of their next turn, half as much on a success.
Radiant Each creature within 10ft of you need to make a Constitution saving throw or take 1d8 radiant damage and be blinded until the end of their next turn, half as much on a success. (This area increases to 15 feet at level 10.)
Thunder Each creature within a 15ft cone originating from you needs to make a Strength saving throw or take 2d8 thunder damage and be pushed 5 feet away from you, half as much on a success. (This cone increases to 10 feet at level 10.)

Unbridled Destruction

Beginning at 6th level, the elemental chaos within you becomes too powerful to contain, exploding out with destructive force. As an action, while raging, you can explode with elemental energy. You and each creature within a 20ft radius of you must then make a Dexterity saving throw against your Infused Strike save DC. On a failure, they take 4d6 damage of your current Elemental Rage type, or half as much on a success. (Increases to 4d8 at 10th level, and to 4d10 at 14th)

You can use this feature once per long rest, or expend a rage to use this feature again.

Reactive Resistance

At 10th level, you gain the ability to shift your elemental affinity in reaction to incoming danger. As a reaction, you can expend a rage to change your Elemental Rage to that of an incoming damage type as long as that damage type is cold, fire, lightning, necrotic, radiant, or thunder damage.

Elemental Mastery

At 14th level, you have gained mastery over the elemental chaos within you. While raging you extend your elemental rage, creating 20ft radius aura of pure elemental chaos. While an allied creature is within this aura they gain resistance to your current elemental rage type. Additionally, when an enemy creature is within this aura you ignore any resistance or immunity of your current elemental rage type when dealing damage.

Previous Versions

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5/11/2025 3:23:14 PM
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