Base Class: Barbarian
The Path of the Elements is an ancient tradition that allows Barbarians to channel the chaotic fury of the Elemental Planes. These primordial warriors strike like crashing waves, run like the wind, burn hot as flame, and stand as tall as the oldest stones.
Level 3: Elemental Fury
You can cast the Elementalism cantrip. Constitution is your spellcasting ability for it.
Your rages are accompanied by bursts of wild elemental energy. Whenever you deal Rage Damage to a target within 15 feet, you can deal an extra 1d4 damage to that target. You choose whether this extra damage is Acid, Cold, Fire, Lightning, or Thunder damage. The extra damage increases to 1d6 when you reach Barbarian level 9, and 1d8 when you reach Barbarian level 16.
Level 3: Rage of the Elements
Your Rage taps into the destructive power of the elemental planes. Whenever you activate your Rage, you gain one of the following options of your choice.
Air. When you activate your Rage, you can take the Dash action as part of that Bonus Action. While your Rage is active, you can take the Dash action as a Bonus Action, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Fire. While Reckless Attack and Rage are both active, your Elemental Fury deals two dice of extra damage, instead of one.
Earth. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Water. While your Rage is active, your movement doesn't provoke Opportunity Attacks and you have proficiency with Dexterity saving throws.
Air
Your Rage taps into the primal power of the Air.
Earth
Your Rage taps into the primal power of the Earth.
Fire
Your Rage taps into the primal power of Fire.
Water
Your Rage taps into the primal power of Water.
Level 6: Confluence of Elements
When you activate your Rage, you may choose two options from Rage of the Elements, instead of one.
Air
Your Rage taps into the primal power of the Air.
Earth
Your Rage taps into the primal power of the Earth.
Fire
Your Rage taps into the primal power of Fire.
Water
Your Rage taps into the primal power of Water.
Level 10: Elemental Storm
Your Rage conjures a 15-foot Emanation of elemental chaos that counts as Difficult Terrain for any creatures you choose to affect. You may take a Reaction to make one melee attack with a weapon or Unarmed Strike against any creature that ends its turn inside this Emanation, even if they are outside of your weapon's reach.
Level 14: Primordial Power
When you activate your Rage, you can enhance the effect of one of your elemental boons.
Air. When you activate your Rage, you can take the Dash action as part of that Bonus Action. While your Rage is active, you can take the Dash action as a Bonus Action, and if you aren’t wearing any armor you have a Fly Speed equal to your Speed and can hover.
Fire. While your Rage is active, your Elemental Fury deals two dice of extra damage, instead of one.
Earth. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant. When choosing this option, also choose between Acid, Cold, Fire, Lightning, or Thunder damage. You have Immunity to that damage type while your Rage is active.
Water. While your Rage is active, your movement doesn't provoke Opportunity Attacks and you have proficiency with Dexterity saving throws. In addition, when you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and you aren't Incapacitated, you instead take no damage if you succeed on the saving throw.
Primordial Air
You have chosen the primordial power of the Air.
Primordial Earth
You have chosen the primordial power of the Earth.
Primordial Fire
You have chosen the primordial power of Fire.
Primordial Water
You have chosen the primordial power of Water.
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