Barbarian
Base Class: Barbarian

Barbarians of the Path of the Wild Runes have mystical patterns inscribed along their skin that allow them to channel different elemental powers. These could be magical inscriptions, scars that are carved into the skin, or tribal tattoos/paintings.

These warriors become avatars of the elements and are able to channel their fury and activate these runes, which imbue them with primordial strength and add elemental effects to their rage. When in a fury, a barbarian of this path taps into the elements to create powerful magical effects.

Runic Fury

Beginning at level 3, each time you enter a rage, you choose one of the following elements: Fire, Water, Earth, or Air. While raging, your body and attacks are magically enhanced, granting you effects based on the chosen element. You learn one Element type at Level 3, and you gain access to one more at levels 6, 10, and 14.

While in a Runic Fury, you are able to magically augment your attacks by using an Elemental Strike. The effects of this strike are based on which element you attune to during your rage. Your spell save DC is equal to 8 + your proficiency bonus + your wisdom modifier. You can use your Elemental Strikes a total number of times equal to your current number of Barbarian Rages (up to a maximum of 7), and you regain all uses during a short or long rest.

Runic Fury (Air)

Your runes glow purple and your form becomes lighter. While raging, you take no falling damage, and you ignore difficult terrain.

You become one with the wind, and immediately before or after you make an attack, you can expend one use of your Elemental Strike to fly up to 10 feet without provoking attacks of opportunity. When you hit a creature with the declared attack, the target must make a Strength saving throw. On a failed save, the target is pushed 5ft in a straight line away from you.

Runic Fury (Earth)

Your runes glow yellow and your skin hardens. While in a Runic Fury (Earth), your AC increases by 1.

Your attacks hit with staggering force as you empower them with stone, causing the enemy to reel from the impact. When you successfully hit a creature with a melee attack, you may expend a use of your Elemental Strike to force the target to make a Constitution saving throw. On a failed save, the target takes an additional 1d6 bludgeoning damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes half damage and does not suffer any additional effects.

Runic Fury (Fire)

Your runes glow red and your temperature raises. While raging, you gain resistance to fire damage, and you are able to combust your weapon attacks with fiery magic. When you hit a creature while raging, you may expend a use of your Elemental Strike and cause the target to make a constitution saving throw. On a failed save, the target takes an additional 1d10 fire damage and catches on fire. At the end of each of the creatures turns, it takes 1d6 fire damage until you are no longer raging or the fire is otherwise put out. On a successful save, the creature takes half damage and is not set on fire.

Runic Fury (Water)

Your runes glow teal and your temperature lowers. While raging, you gain resistance to cold damage, can breathe underwater, and have a swimming speed equal to your walking speed. Your Elemental Strike creates dancing ribbons of water that cut through the air. When you successfully hit with a melee attack, you can expend one use of your Elemental Strike to force each creature within 5 feet of you to succeed on a Dexterity saving throw or take 1d6 cold damage.

Primordial Attunement

At level 6, you become more in tune with the elements, even when not raging. You learn the Primordial language (Auran, Aquan, Ignan, and Terran), and gain access to the following four cantrips: Control Flames, Gust, Mold Earth, and Shape Water.

Elemental Frenzy

At level 10, you can enter an Elemental Frenzy as an action once while you are raging. When you enter an Elemental Frenzy, you cause a powerful magical effect depending on which element you are attuned to, as detailed below. When your rage ends, you suffer one level of exhaustion.

Blazing Frenzy

While in a Runic Fury (Fire), as an action, you can enter a Blazing Frenzy. An explosion of flames erupts from you, and all creatures within a 10-foot radius (except you) must make a Dexterity saving throw. Each target takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. This damage increases to 10d8 at level 18. 

Until you stop raging, your weapon attacks have a +1 bonus to attack rolls and deal an extra 1d4 fire damage when they hit.

When your rage ends, you suffer one level of exhaustion.

Seismic Frenzy

While in a Runic Fury (Earth), as an action, you can enter a Seismic Frenzy. The earth around you shifts violently in a 10-foot radius. Each other creature in that area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save and their feet are caught within the earth. Their speed is reduced to 0 until they take an action to pull themselves from the ground. A creature that succeeds their saving throw takes half as much damage and suffers no other effects. Additionally, the ground in that area becomes difficult terrain until cleared away. You and each creature of your choice may move across this area as though it were not difficult terrain. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Starting at level 18, the damage is increased to 6d6, and creatures who succeed their save have their speed reduced to 0 until your next turn.

Until you stop raging, your weapon attacks have a +1 bonus to attack rolls and deal an extra 1d4 bludgeoning damage when they hit.  

When your rage ends, you suffer one level of exhaustion.

Torrential Frenzy

While in a Runic Fury (Water), as an action, you can enter a Torrential Frenzy. A wave of water flows from you in a 15-foot radius, then viciously roars back to you, attempting to pull creatures no greater than large size toward you. Each creature must make a Strength saving throw. If a creature fails, it takes 2d8 cold damage, is rendered prone, and is dragged by the waves up to 15 feet closer to you in a straight line. If a creature succeeds on a saving throw, it takes no damage and is moved up to 5 feet toward you as they attempt to regain their footing. Starting at level 18, the damage increases to 4d8 cold damage, and enemies are pulled up to 15 feet even if they succeed their saving throw, but are not knocked prone.

Until you stop raging, your weapon attacks have a +1 bonus to attack rolls and deal an extra 1d4 cold damage when they hit.  

When your rage ends, you suffer one level of exhaustion.

Turbulent Frenzy

While in a Runic Fury (Air), as an action, you can enter a Turbulent Frenzy. Winds howl in a 20-foot-radius around you. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 force damage and be moved to an unoccupied space of your choice in the sphere. You can allow the whirlwind to reposition you to an unoccupied space of your choice in the sphere without provoking attacks of opportunity. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. Starting at level 18, the damage is increased to 3d6 and the radius of this whirlwind is increased to 30 feet.

Until you stop raging, your weapon attacks have a +1 bonus to attack rolls and deal an extra 1d4 force damage when they hit.  

When your rage ends, you suffer one level of exhaustion.

Primordial Mastery

Starting at level 14, when you enter an Elemental Frenzy, you gain additional effects until your rage ends. The effects are determined by which Elemental Frenzy your rage is amplified by.

Aquan Mastery

While in a Torrential Frenzy, you gain the effects of Investiture of Ice.

Auran Mastery

While in a Turbulent Frenzy, you gain the effects of Investiture of Wind.

Ignan Mastery

While in a Blazing Frenzy, you gain the effects of Investiture of Flame.

Terran Mastery

While in a Seismic Frenzy, you gain the effects of Investiture of Stone and gain resistance to all damage types beside psychic damage.

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