Base Class: Barbarian
This Barbarian Path taps into the oldest and deepest of all rage, that of the primordial elements. This is the raw destructive power found in all-consuming forest fires, ground shaking earthquakes, destructive tornadoes, and terror inspiring tsunamis. The Primordial Barbarians immerse themselves in the first rage, the fury of creation itself.
Elemental Rage
At 3rd level, when you adopt this path, you commune with the spirits and strike an accord with an elemental of the type most suited to you. Choose one from the elements Fire, Water, Earth, and Air. You gain that spirit's Elemental Aura and its reaction ability during your rage as well as its permanent boon to your body. Somewhere on your body a rune appears, signifying your pact. At your choice as a player, you also gain minor physical attributes that are reminiscent of your elemental spirit. For example, if you have an affinity to fire, your eyes may appear to smolder, or if your affinity is to water, your breath may appear as steam regardless of warmer temperatures. These can be your choice, discuss it with your DM.
Air Elemental
By making your pact with an Air Elemental, you gain the Air Aura and its ability:
When you rage, the wind whips around you. You and any ally within 5 feet of you have three quarters cover from ranged attacks. Also, as a reaction, you may focus the wind on an enemy who passes within or is stopped within five feet of you, causing them to make a Strength Saving throw (8 + Strength modifier + proficiency bonus) or be blown 10 feet directly away from you. If they collide with anything solid, deal 2d4 bludgeoning dmg. If the creature collides with a creature, the two split the 2d4 bludgeoning damage. This does not work against incorporeal enemies.
Also when you gain this ability the time you are able to hold your breath triples and you gain the ability to breath rarified air, such as the thin air at altitude.
Earth Elemental
By making your pact with an Earth Elemental, you gain the Earth Aura and its ability:
The earth trembles at your feet making the ground within five feet of you difficult terrain. Using a reaction, when an enemy ends its turn standing within five feet of you, deal 2d4 bludgeoning damage and cause the foe to make a strength saving throw (DC 8 + Strength modifier + proficiency modifier) or be knocked prone. This does not work against creatures immune to being knocked prone or who do not rely on the ground to move around.
You also have advantage against being knocked prone, regardless of whether you are raging.
Fire Elemental
By making your pact with a Fire Elemental, you gain the Fire Aura and its ability:
While raging, if any creature enters or starts its turn within 5 feet of you it takes 2d4 fire damage from the heat emanate. Also during your rage, by using your reaction when an enemy makes a melee attack on you, you can flare brightly causing them to flinch and miss their attack on a failed constitution save (dc 8 + constitution modifier + proficiency bonus). This does not work against creatures immune to fire or who lack normal vision.
This ability also allows you ignore any discomfort from ambient cold temperatures, regardless of whether you are raging.
Water Elemental
By choosing the Water Elemental, your rage becomes empowered with an aura of cold.
While raging, the air around you freezes, inflicting 2d4 cold damage on any enemy entering or starting their turn within five feet of you. Also, as a reaction, you can cause any number of foes up to your proficiency modifier within 5 feet of you to make a constitution saving throw (DC 8 + constitution modifier + proficiency bonus) or else have its speed reduced to zero until your next turn. This does not work against enemies immune to cold damage or who do not stand on the ground.
This ability also allows you to ignore any discomfort caused by ambient heat even while not raging.
Primordial Resilience
Gain one resistance to damage types associated with your element and one extra during rage.
Fire Elemental: Fire permanent, Radiant during rage
Earth Elemental: Bludgeoning permanent, Force during rage
Air Elemental: Thunder or Lightening permanent, Thunder or Lightening during rage
Water Elemental: Cold permanent, acid during rage
Elemental Conduit
At level ten, the features of Elemental Expression increase by 5 feet to a total of ten feet around you.
Also your Elemental Partner now emanates from your body in a spectral form, surrounding you and empowering your attacks. Each attack now does 1d6 extra of one of two types of damage chosen at the start of your rage.
Fire Elemental: Fire or Radiant Damage
Earth Elemental: Bludgeoning or Force Damage
Air Elemental: Thunder or Lightening
Water Elemental: Cold or Acid Damage
Primordial Endurance
At level 14 your permanent damage resistance becomes permanent immunity and your damage resistance during rage becomes permanent. Additionally, during rage you are immune to both damage types.
Fire Elemental: Fire and Radiant
Earth Elemental: Bludgeoning and Force
Air Elemental: Thunder and Lightening, or Lightening and Thunder
Water Elemental: Cold and Acid
In addition, you now gain additional movement abilities while raging.
Fire Elemental: you teleport up to half your movement
Earth Elemental: you gain a climbing speed and a burrowing speed up to your movement
Air Elemental: you gain a flying speed up to your movement
Water Elemental: you gain a swim speed up to double your movement
Comments