Base Class: Barbarian
As the pure elements dissolve and bleed together this barbarian learns to harness the Elemental Chaos through their intense rage. A barbarian that follows this path is rumored to be the controller of all elements. As they are able to disrupt the very basic elements and turn the tide of any battle.
Elemental Absorbtion
At 3rd level when you adopt this path. You gain the ability to cast the Absorb Elements spell. When used you have a new elemental appearance of the type of elemental damage absorbed. Once you cast any of these spells with this feature, you can't cast that spell with it again until you finish a short rest.
Elemental Rage Distortion
Starting at 3rd level, elements distort around you by drawing the rolled element into your body to fuel your rage. When you enter your rage, roll on the Elemental Rage Distortion table to determine the magical distortion effect produced.
If the elemental distortion requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
| d8 | Effect |
|---|---|
| 1 | Earth(Bludgeoning): The ground within 10 feet of you is difficult terrain. |
| 2 | Air(Lighting): Any creature within 5 feet of you when you enter rage must succeed on a Dexterity Saving Throw vs your Elemental Rage Distortion DC or take 1d4 Lightning damage. |
| 3 | Water(Cold); You disrupt the flow of humidity around your. You gain the benefits of the spell Armor of Agathys. |
| 4 | Fire(Fire): You disrupt the warmth within the area. When you hit with an attack you can absorb even more warmth from the creature causing their speed to decrease by 5t. on failed Constitution Saving Throw vs your Elemental Rage Distortion DC. When that creatures speed is reduced to 0 they are frozen solid and are incapacitated. This effect only lasts until the end of the creatures next turn. |
| 5 | Earth(Force): You disrupt the ground so much around you and absorb so much of the earth that you become a sandstorm. When a creature starts it turn or moves within 10 feet of you, they must succeed on a Constitution Saving Throw or be blinded until the start of their next turn. |
| 6 | Air(Thunder): You disrupt the natural sounds around you. When you rage, you cast the Silence spell centered on you. |
| 7 | Water(Acid); You disrupt the water inside mater around you evaporating it quickly leaving an acidic compound behind. Any creature within 5 feet of you when you enter rage must succeed on a Constitution Saving Throw vs your Elemental Rage Distortion DC or take 1d4 Acid damage. This will leave a wake of acid as you walk. |
| 8 | Fire(Radiant): You disrupt the light. you extinguish all radiant light. When you enter rage, you cast the spell Darkness centered on you. You may see hostile creatures within the range of the spell, and they may only see you. |
Chaos Enchantment
At the 6th level, your weapon becomes an outlet for excess elemental energy coming from your body. While you rage, your weapon deals 1d4 extra damage of the type corresponding to the number rolled on the Elemental Rage Distortion table. While you rage, as a bonus action you may transfer this enchantment to an ally's weapon, ending the effect on your own weapon. Only one weapon may be enchanted in this way at a time.
Distortion Barrier
At 10th level, as the elements are distorting around you lash out at those who harm you. While you rage, any creature that forces you to make a Saving Throw takes 3d6 damage. This damage is the same type as you rolled on the Elemental Rage Distortion table when you entered rage.
Elemental Chaos
At 14th level, your distortion of the elements has grown. When you roll on the Elemental Rage Distortion table, you roll twice and gain the results of both of rolls. Your Chaos Enchantment does 1d4 of each type. Similarly, your Elemental Barrier deals 2d6 of each type.
Previous Versions
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