Base Class: Barbarian
Path of the Elemental Scales Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Elemental Aura & Elemental Rage |
| 6th | Elemental Soul |
| 10th | Shielding Elemental |
| 14th | Raging Elemental |
Elemental Rage
Your Rage in replaced with the following Ability
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. and your main arm grows scales that glow with any elements that you absorb.
While raging, you gain the following benefits
- You have advantage on Wisdom checks and Strength saving throws.
- When you make a melee weapon attack using Strength and Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain immunity to any element you absorb.
- You can add 2d6 of elemental damage that you have absorbed. this increasing to 3d6 at 7th level, 4d6 at 11th level, 5d6 at 15th level and 6d6 at 19th level.
- all Unarmed strikes damage is dealt as if it was critical
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you are no longer in conflict. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Elemental Aura
Starting at 3rd level, you emanate a Elemental, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. . Your aura’s effect depends on the Absorbed Element, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
Fire
When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Lightning
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Cold
When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Radiant
When this effect is activated, you can choose one other creature you can see in your aura. The target Heals 1d6 damage .The healing increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Necrotic
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 Necrotic damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Force
When this effect is activated, all other creatures in your aura take 2 Force damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Thunder
When this effect is activated, all other creatures in your aura take 2 Thunder damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Poison
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Constitution saving throw. The target takes 1d6 Poison damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Acid
When this effect is activated, all other creatures in your aura take 2 Acid damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Elemental Soul
Fire
You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Lightning
You gain resistance to lightning damage, and channel lighting into something that can store electricity.
Cold
You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Radiant
You gain resistance to Radiant damage, and can shine cause a room to fill with light.
Necrotic
You gain resistance to Necrotic damage. and can turn undead.
Force
You gain resistance to Force damage, and Can not be knocked back or prone.
Thunder
You gain resistance to Thunder damage, and immunity to Deafen
Poison
You gain resistance to Poison damage, and can inflect poison with a touch (Con Sav)
Acid
You gain resistance to Acid damage,
Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and melt it.
Shielding Elemental
At 10th level, you learn to use your mastery of the Elements to protect others. Each creature of your choice has the damage resistance you gained from the Elemental Soul feature while the creature is in your Elemental Aura.
Raging Elements
At 14th level, the power of the Elements you channel grows mightier, lashing out at your foes. The effect is based on the Absorbed Element you chose for your Storm Aura.
Fire
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Lightning
When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature is paralyzed , as if struck by a Bolt of lightning.
Cold
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Radiant
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Wisdom saving throw, or its speed is reduced to 0 until the start of your next turn, and it is blinded.
Necrotic
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Intelligence saving throw, or its speed is reduced to 0 until the start of your next turn, and it loses 1d6 int score.
Force
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Charisma saving throw, or its speed is reduced to 0 until the start of your next turn, as it cowers in fear.
Thunder
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn, and is deafened.
Poison
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a constitution saving throw, or its speed is reduced to 0 until the start of your next turn, and it loses 1d6 Con score.
Acid
Whenever the effect of your Elemental Aura is activated, you can choose one creature you can see in the aura. That creature loses 1d4 AC score.
Previous Versions
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1/25/2021 3:09:18 AM
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