Base Class: Barbarian
Barbarians who follow the Path of the Elemental draw upon the raw power of the primordial elements. Their rage becomes a conduit for elemental energy, allowing them to channel the fury of fire, the resilience of earth, the swiftness of air, or the relentless force of water. Through this bond with the primal energies that shape the world, they awaken new abilities unknown to other Barbarian Paths and gain the power to cast innate spells fueled by their elemental connection. To these warriors, rage is more than unbridled fury—it is the manifestation of the elements themselves.
Level 3: Primal Spellcasting
| Elemantal Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
|
Barbarian Level |
Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | 2 | 4 | 2 | - | - | - | ||||
| 4th | 2 | 5 | 3 | - | - | - | ||||
| 5th | 2 | 5 | 3 | - | - | - | ||||
| 6th | 2 | 5 | 3 | 1 | - | - | ||||
| 7th | 2 | 6 | 4 | 2 | - | - | ||||
| 8th | 2 | 6 | 4 | 2 | - | - | ||||
| 9th | 2 | 7 | 4 | 2 | - | - | ||||
| 10th | 3 | 7 | 4 | 3 | - | - | ||||
| 11th | 3 | 8 | 4 | 3 | - | - | ||||
| 12th | 3 | 8 | 4 | 3 | - | - | ||||
| 13th | 3 | 9 | 4 | 3 | 2 | - | ||||
| 14th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 15th | 3 | 10 | 4 | 3 | 2 | - | ||||
| 16th | 3 | 11 | 4 | 3 | 3 | 1 | ||||
| 17th | 3 | 11 | 4 | 3 | 3 | 2 | ||||
| 18th | 3 | 11 | 4 | 3 | 3 | 2 | ||||
| 19th | 3 | 12 | 4 | 3 | 3 | 3 | ||||
| 20th | 3 | 13 | 4 | 3 | 3 | 3 | ||||
Starting From 3rd Level,
Within the fury of the Primordial Currents lays a tie to the fury of the weave, while outside of rage, the Path of the elemental gains access to spellcasting using strength as its modifier
Cantrips
You learn two cantrips of your choice from the wizard spell list or Druid Spell list, You learn an additional wizard or Druid cantrip of your choice at 10th level.
Spell Slots
The Elemental Spellcasting table shows how many spell slots you have to cast your wizard or druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard or druid spells of your choice, The three spells need to be either from the Evocation and Transmutation spells on the wizard spell list or from the druid spells list.
The Spells Known column of the Elemental Spellcasting table shows when you learn more wizard or druid spells spells of 1st level or higher. Each of these spells must be an Transmutaion or Evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 6th, 10th, and 14th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an Transmutation or Evocation spell, unless you're replacing the spells you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Strength is your spellcasting ability for your elemental spells, as your magic is fueled by your physical might and your connection to the primal elements. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an elemental spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength modifier
Spell attack modifier = your proficiency bonus + your Strength modifier
Fury of the Elementals
Beginning at 6th level, When you would start Raging, roll a d8 as the elemental fury manifests inside your body making your form manifest certain traits, you gain an aura rolled for on the Fury table, each feature is described in the table of contents, this roll lasts until your rage ends or you choose to end the effect,
For Effects Requiring saving throws, the DC equals 8 + your proficiency bonus + your Constitution modifier.
| Elemental Fury Aura | |
|---|---|
| d8 | Effect |
| 1 | Winds Fury, While in this state the body takes on a wispy apperance, during your turn while having this aura during you can move upto an extra 30ft every creature you pass within 5ft of during that movement makes a Dex save or be knocked prone. |
| 2 | Waters Fury, While this is active the the body takes a fluid like appearance, you gain resistance to all damage types until your rage ends. |
| 3 | Fires Fury, while in this for the body shows cracks of flame and magma, while in this aura until your rage ends, when you are hit with a melee attack the enemy takes 2d6 fire damage. |
| 4 | Ices Fury, your form takes on the sheer cold and frost apears as you walk, while in this aura each creature of your choice within a 30 foot range must make a dex save or be slowly frosted and restrained, anyone while affected must make a dex save at the end of each of their turns to free themselves from the effect. |
| 5 | Lightings Fury, Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to Lightning, the Weapon deals an additional 1d6 Lighting Damage |
| 6 | Thunders Fury, while you take this form you are surrounded by thunderous noise granting you an ability to apply a knockback of 5ft to enemies you hit, while this form is active you gain an additional attack |
| 7 | Spectrums fury, Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 8 | Primordial Fury, when you roll this aura, your body takes on the fragments of each elemental plane, while in this form your Elemental fury burns through you, in a radius of 30 feet becomes difficult terrain and enemies have disadvantage on attacks until your rage ends |
Raging Elements
At 10th level, Your Path Grants you the following benefits: Your unarmoured defence is enhanced to match that of your profiency modifer (10 + your Dexterity modifier + your Constitution modifier + Your profiency) and your rage damage is increased by the same modifier (for instance at level 10 your rage damage is +3 and with your profiency added that makes it a +7)
This Feature does replace the unarmored defence already granted by the barbarian class
Elemental Titan
At 14th level, your bond with the primordial titans has become absolute. When you enter your Rage, you invoke one of the four Elemental Titans. Until your Rage ends, you embody that of a titan, gaining its primordial power. during while you assume these forms you retain all the normal benefits of your Rage.
Titan of Fire
- You are immune to fire damage.
- Your melee weapon attacks deal an additional 2d8 fire damage.
- While you rage, The terrain becomes harsh and Small Flames circle in a 10 foot radius around you dealing 5d6 Fire damage to all creatures within the radius
Titan of Wind
- You gain a flying speed equal to your walking speed and can hover.
- You can move through other creatures' spaces, treating them as difficult terrain.
- Hostile creatures have disadvantage on attacks against creatures who are within 15 feet of you, as violent winds buffet them.
Titan of Water
- You are immune to cold damage.
- At the start of each of your turns, you regain hit points equal to your Constitution modifier + your Rage Damage bonus if you have at least 1 hit point.
- When a Ally within 10 feet you and you can see, you can use a reaction and negate half of the damage dealt to that ally by forcing half the inflicted damage onto yourself,
Titan of Earth
- You cannot be knocked prone or moved against your will.
- Your Weapon Attack reach increases by 10 feet.
- While in this form you grant yourself and allies within 5 feet, a bonus to their AC equal to your Rage Damage bonus Halved
Previous Versions
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7/7/2026 4:32:26 PM
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7/7/2026 10:01:17 PM
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