Base Class: Barbarian
For a grave crime, outspoken heresy, or just for a knight's pleasure, you have been branded by a mystical brand meant to separate witches from a particular element. Unlike those poor women, your brand doesn't flare intermittently, allowing you to hide in large cities if you cover your body, alternatively Branded Heretics retreat into the wilds to survive. This is the end of the story for many of these branded individuals, you, however, have embraced the pain, and focused on the experience, the brands are meant to sever the connection to an element, but where there is none, it instead forges a conduit through the delicate mystical barriers that make up reality.
You have found that focusing on the brands will cause them to flare to life with the elemental properties of your particular brand. Due to this most branded heretics adopt a dangerous fighting style of all-out offense, letting their might, and mystical abilities carry them to victory before they literally burn themselves out. Most members of this class eschew armor, preferring to expose as much of their branded torso as possible in battle, to enhance intimidation and the mystical effects of their brands.
Awakened Brands
At 3rd level you unlock the power of your particular brand. Choose the element tied to your brand and gain the following bonuses. Any features that call for a saving throw are calculated using the following formula 8 + Proficiency Bonus + Constitution Modifier.
Fire: While raging your brand flares to life expelling gouts of flame around yourself. Any nonmagical clothing worn on your chest or arms catches fire. You gain damage resistance against all damage types except cold damage. When struck by an opponent using a natural weapon or unarmed attack you deal your damage equal to your Constitution Modifier. While raging you take 1d6 points of fire damage each round (DR applies to this damage).
Cold: While raging your brand exudes a sharp coolness that fogs the air around it. You gain damage resistance against all damage types except fire damage. While raging you can use your action to touch a creature within range, on a hit this creature suffers damage equal to your Constitution Modifier and must make a Strength saving throw, failure reduces the creature's speed to 0. While raging you take 1d6 Cold damage per round (DR applies)
Earth: While raging your brand seethes with a caustic fluid. You gain damage resistance against all damage types except Thunder Damage. When you are struck in combat you can use your reaction to deal your Constitution Modifier in Acid damage, the victim must make a Constitution saving throw, failure nauseates the attacker. While raging you take 1d6 acid damage (DR applies)
Air: While raging your brand reverberates with the power of a barely contained hurricane. You gain damage resistance to all damage types except Acid and Poison. You may use an action to duplicate the effects of the Thunderclap cantrip. While raging you take 1d6 Thunder damage (DR applies)
Brand Absorption
Beginning at 6th level, if you are raging you can and another creature takes damage of your brand's type or its inverse you can choose to take 2d6 + your Constitution Modifier of the damage instead as the element is pulled into your brand, DR applies to this damage.
Branded Exultation
At 10th level, you gain one of the following abilities determined by the brand you chose upon taking this subclass.
Fire: While raging your melee attacks deal an extra d4 fire damage, or d6 if using a two-handed weapon. Additionally anytime you are struck by a melee attack the attacker suffers your Constitution Modifier in damage (This is in addition to the damage suffered if the attacker is unarmed or using a natural weapon.)
Water: While raging, your melee attacks force your opponent to make a Strength saving throw or be knocked Prone. Additionally, when struck with a nonmagical attack you may make a Constitution saving throw, DC 10 + Damage Taken (after DR) on a successful save the damage is negated as spectral waves crash forth from your body, pushing the attack away.
Earth: While raging, you become immune to poison damage, and when striking an opponent in Melee combat foes that fail a Constitution save become poisoned, creatures, poisoned this way make another constitution save at the beginning of their turn, success ending the effect.
Wind: While raging, any non-spell ranged attacks are made at a disadvantage against you and one ally of your choice within 5 ft of you. Additionally, you can duplicate the effects of Gust of Wind while raging a number of times equal to your Constitution Modifier.
Brand Mastery
Fire: While Raging you deal an additional 1d6 fire damage, or 1d8 if using a two-handed weapon. Additionally, you may overcharge your brand dealing 5d10 + Constitution Modifier to every creature within 5 feet of you, creatures that make a Dexterity saving throw suffer half damage. You may use this ability a number of times equal to your Constitution Modifier per Long Rest, when using this ability you take 5d10 fire damage if reduced to 0 hp your body is destroyed by the exploding energies and reduced to fine ash.
Water: Your melee attacks deal an additional 1d4 cold damage. Additionally, you may overcharge your brand forcing every creature within 5 ft of you to make a Strength saving throw or be frozen, suffering disadvantage on attacks for a number of rounds equal to your Constitution modifier, if the creature is reduced to 0 hp during this time, they shatter and are disintegrated. You suffer 2d10 cold damage when using this ability if reduced to 0 by this damage your body shatters. You may use this ability a number of times equal to your constitution saving throw per Long Rest.
Earth: While raging any terrain within 10ft of you is considered difficult and under the effects of the Spike Growth spell this difficult terrain is rocky in nature and you are immune to rocky difficult terrain and the effect your own Spike Growth, Additionally you may overcharge your brand to release an acidic vapor dealing 3d10 acid damage to any creature within 10ft centered on you that fails its Constitution saving throw if the creature must breathe it is also poisoned on a failed save for a number of rounds equal to your Constitution modifier. This cloud persists for 1d6 rounds. You suffer 3d10 acid damage when using this ability, and may do so for a number of times equal to your Constitution modifier per Long rest if this damage reduces you to 0 hp your body is reduced to caustic ichor and bones.
Wind: While raging you may duplicate the effects of Wind Wall in a 10ft cube centered on you, you are immune to the effects of your own Wind Wall. Additionally, you may overcharge your brand and gain a flying speed equal to your movement speed and may hover, ranged attacks you make ignore disadvantage caused by wind during this time. You may use this ability a number of rounds equal to your Constitution modifier per long rest, and suffer 2d10 thunder damage from the tumultuous energies spilling from your body if reduced to 0 hp by this damage your body is disintegrated as it is torn asunder.
Elemental boons
At 3rd level you gain one of the following depending on the brand chosen when taking this subclass:
Fire: You can at will produce bright light within 20ft of yourself, and dim light for 20ft beyond.
Water: You gain a swim speed equal to your walking speed.
Earth: You gain a climb speed equal to your walking speed.
Air: You gain proficiency in Acrobatics, and do not have to move 10ft before making a jump.
Previous Versions
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3/20/2020 4:35:29 AM
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3/20/2020 11:50:32 PM
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