Barbarian
Base Class: Barbarian

Few natural phenomena carry as much awe-inspiring destructive and creative potential as a volcanic eruption. A force of ruin, shaking the very earth and setting ablaze the world around it, and a force of new life, creating islands and conditions to test and temper whatever remains. Those who follow the Path of the Core understand this dichotomy and where it comes from. Second only to the sun in energy, the heart of the world is an impossibly hot source of power and foundation that these barbarians emulate in their combat. While some may be stoic, slow moving, unstoppable tides of fire, others are hot-headed, explosive, resolute forces of aggression, and others still remain caring and protective, facilitating strengthened vitality in the world around them.

Molten Soul

At 3rd level, you gain a connection with the earth, reaching deep beneath the surface to draw power from its inner heat. You gain resistance to fire damage and learn a language of your choice.

Additionally, some features in this subclass reference a Molten Die, which is a d6, improving at certain levels in this class: d8 at 6th, d10 at 10th, and d12 at 14th. Features in this class that force a saving throw use a DC equal to 8 + your proficiency bonus + your Constitution modifier.

Molten Arms

Also at 3rd level, your rage releases immense heat, and you can melt earth, stone, and metal in your hands. While raging, your melee weapon attacks and unarmed strikes deal bonus fire damage equal to a roll of your Molten Die. As a bonus action while raging and as part of the bonus action you take to rage, you can augment your attacks with molten material until the start of your next turn. During this time, any creature you hit has their speed reduced by half until the end of their turn. If a creature is hit by two of these attacks before the start of your next turn, they are instead restrained until the end of their turn.

Thick Crust

At 6th level, your heat has tempered your defenses and made them strong. Gain the following benefits.

  • Magma Swimmer: You can move through (and be submerged in) molten earth, stone, and metal without taking damage, and you are immune to the effects of extreme heat.
  • Molten Mantle: When you use Molten Arms, you gain a bonus to your AC equal to your rage bonus until the start of your next turn, and the first creature to hit you with a melee attack must make a Strength saving throw. If the attack was made with a weapon, they must succeed or be disarmed. If the attack was made with an unarmed strike or natural weapon, they must succeed or take two rolls of your Molten Die as fire damage and have their speed reduced by 10 feet until the end of this turn.

Furnace Burst

At 10th level, you can exert your heat into the ground to scorch your foes. As a Magic action while raging, you can strike the ground to create a 20 foot cone of Molten Earth. This Molten Earth remains until the end of your rage or until cooled, and is difficult terrain. Creatures who enter or start their turn in the area must make a Dexterity saving throw or take four rolls of your Molten Die as fire damage, half as much on a success. You are immune to these effects. You can use this feature a number of times equal to your Constitution modifier before you finish a long rest.

World Breaker

At 14th level, you reach to the very core of the earth for power, bringing it forth with reckless abandon. As a Magic action while raging, you can strike the ground to create fissures on up to 5 spaces of your choice within 60 feet. Until the end of your rage, areas of Molten Earth (as described in Furnace Burst) you create deal double damage. At the end of your turn, the fissures violently erupt in a 15 ft. radius, 60 ft. high cylinder, creating Molten Earth on the ground and knocking all creatures in the area prone if they fail a Dexterity saving throw. You can use this feature once before you finish a long rest.

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