Base Class: Barbarian
Spirit Walkers can enter different elements as part of entering a rage and gain additional abilities based on which element they chose. These different attributes represent a different aspect of nature and can be interpreted ever differently depending on how you see them or want to flavour them.
Forged in Nature
At 3rd level, when you adopt this path, you gain the following benefits while you are raging and unarmed:
- You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes to a d6 at 6th level, a d8 at level 10, and a d10 at level 14.
- When you use the Attack action with an unarmed strike on your turn or when you attempt a shove or grapple, you can make one unarmed strike as a bonus action. You can use this bonus action only for unarmed strikes that aren't made with natural weapons.
Nature's Chosen
At 3rd level, when you adopt this path, you gain the ability to go into an Elemental Rage. You can choose a different spirit whenever you rage. Additonally when raging you choose an elemental type from psychic, radiant, acid or thunder and deal that damage with your unarmed strikes and have resistance against the chosen type for that rage.
Whenever a Spirit Walker class features forces a creature to make a saving throw, the DC equals 8 + your proficiency modifier + your constitution modifier.
Phoenix
While raging you increase your unarmed strike range by 5ft..
Bear
While raging your walking speed increases by 10ft..
Turtoise
While raging your AC increases by 2 as if wielding a shield.
Greatclaw
While raging you are immune to being prone, grappled or restrained.
Spirit Unleashed
At 6th level, your elemental rage empowers your unarmed and reckless strikes. Your unarmed strikes count as magical damage for the purpose of overcoming magic resistance and immunity to non-magical attacks.
Phoenix
Whenever you're raging and you make a reckless attack with an unarmed strike, as a bonus action you can cause all creatures behind the initial target in a 30ft. cone to take 2d8 damage of your chosen element on a failed Dexterity Saving Throw or half that much on a success. This damage increases to 3d8 at level 10 and 4d8 at level 14. You can use this feature once per turn.
Bear
Whenever you're raging and you make a reckless attack with an unarmed strike, as a bonus action you can force a creature hit to succeed a Constitution Saving Throw or be stunned until your next turn. A creature stunned this way cannot be stunned the following turn. You can use this feature once per turn.
Turtoise
Whenever you're raging and you make a reckless attack with an unarmed strike, as a bonus action you can restore 1d10 + half your barbarian level (rounded down) to your hit points. You can use this feature once per turn.
Greatclaw
Whenever you're raging and you make a reckless attack with an unarmed strike, you can make two unarmed strikes as a bonus action instead of one. You can use this feature once per turn.
Animal Attunement
At 10th level you gain additonal abilities based on the spirit you have chosen as part of raging. From now on you can also choose fire or cold, for your element when raging.
Phoenix
While raging you radiate elemental energy from you in a 15ft. radius. Every creature starting their turn in the radius takes 2d8 + your constitution modifier damage from the chosen element or half that when succeeding a Strength Saving Throw.
Bear
While raging any ranged attacks against you are made at disadvantage and you can have a creature make a Wisdom Saving Throw. If it fails, you track it with your senses at distance of up to 500ft. providing the location of the creature even when it is invisible for up to 1 hour.
Turtoise
While raging you are immune to the elemental damage type chosen and have resistance to every other element on the list you did not choose.
Greatclaw
While raging you have a climbing speed equal to your walking speed and your jump distance is tripled.
Subject to the cycle
At 14th level, as an action, you can summon elementals while raging, as per the effect of the conjure elemental spell. The elemental should be of the same element as your rage, and disappears when your rage ends.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/17/2022 11:02:36 PM
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14
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0
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1.0
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Coming Soon
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