Barbarian
Base Class: Barbarian

Barbarians of the Path of the Mountain have a strong connection to the element of earth, wielding the resilience and sturdiness of a mountain and the raw strength of an earth elemental. Stories about these powerful warriors claim that they are able to deliver strikes strong enough to create cracks in mountains and reduce boulders to gravel.

As a Path of the Mountain barbarian, you may be an earth genasi or carry the blood of a mighty Dao. Or perhaps you were born close to a portal to the Elemental Plane of Earth?

Sturdy Boulder

Starting when you choose this path at 3rd level, you become as sturdy as a mountain. You gain the following features:

  • Your hit point maximum increases by an amount equal to your barbarian level when you gain this feature. Whenever you gain another barbarian level, your hit point maximum increases by an additional 1 hit point.
  • While you’re raging, you gain a +1 bonus to your AC and are considered immune to being knocked prone.

Rock Hurl

Beginning at 6th level, you’ve learnt how to shape earth and stone into devastating projectiles. As an action, you can channel your connection to the element of earth to create a projectile made from earth and rock in your hand and make a ranged weapon attack with it against a target within 60 feet of you, dealing 1d10 bludgeoning damage on a successful hit. The attack uses your Strength modifier for its attack and damage rolls, and you can add your rage damage bonus to the attack’s damage if you’re currently raging.

The range of the attack increases to 90 feet at 10th level, and 120 feet at 14th level.

Mountain Soul

Beginning at 10th level, your connection to the element of earth grows stronger. You gain the following features:

  • You are immune to being petrified.
  • You have 30 feet of tremorsense.
  • Your Rock Hurl attack is considered magical for the purpose of overcoming resistances and immunities to non-magical damage.

Earthen Minions

Starting at 14th level, you can transform earth and stone into living elemental warriors, bound to your service. As part of the same bonus action you use to enter your rage, you can summon two earth elementals in unoccupied spaces within 10 feet of you. The elementals remain for 1 minute, until they’re reduced to 0 hit points or until you are incapacitated. They are friendly to you and your companions for the duration. In combat they roll their own initiative and have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to the elementals, they defend themselves from hostile creatures but otherwise take no actions.

You can use this feature once per long rest.

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