Base Class: Barbarian
Barbarians of this path follow an ancient tradition, a tradition that practices the ways of respecting while also invoking the four primal elements. This path has been lost to time and is only slowly being rediscovered by those who wish to learn and practice the ways of an ancient culture. Barbarians of this often path decorate themselves in war-paint, runic scars, or intricate tattoos.
Elemental Ancestry
Starting at 3rd level, when you enter a rage you invoke the essence of the primal elements. Channeling energy from the Elemental Planes you gain an effect based on the chosen element as detailed below. You also gain a resistance to whatever element you choose.
Air Ancestry
You channel the elemental energy of Air, your hair begins to slowly blow in the breeze and your weight shifts into something much lighter. Your walking speed changes to 40ft for the duration. You also learn the gust cantrip, you may cast it as a bonus action.
Earth Ancestry
You channel the elemental energy of Earth, your skin begins to crack and dry and dust falls off it. Your Constitution becomes CON modifier + your proficiency bonus. You gain advantage on STR and CON saving throws. Any natural difficult terrain automatically becomes normal for the duration of your rage. You also gain the mold earth cantrip and can cast it as a bonus action.
Fire Ancestry
You channel the elemental energy of Fire, your hands begin to spew smoke and the light twinkle of embers flickers on your skin. You gain the option deal a fiery strike with your weapon. Your weapon becomes magically ablaze dealing an extra 2d8 fire damage. You can do this a number of times = to your proficiency bonus. You must complete a long rest to be able to use this again. You also learn the produce flame cantrip and can cast it as a bonus action.
Water Ancestry
You channel the elemental energy of Water, gills form on your neck and the small glint of iridescent scales appear on your skin. You gain a swimming speed = to your walking speed. You gain the ability to breathe underwater while you are raging. You also learn how to cast shape water, you can cast it as a bonus action.
Primal Surge
Starting at 6th level you can use an action release a burst of elemental energy based upon your Elemental Ancestry, affecting all creatures in 30ft radius centered on you. You can only use this once per short or long rest.
Blizzard
You send your arms out to either side, a small blizzard begins to fall, every creature within a 30ft radius centered on you must succeed on a DC 15 CON saving throw or their speed is halved for 1 minute, also dealing 2d8 cold damage.
Cyclone
You clap your hands, a short cyclone around you, every creature within a 30ft radius centered on you must succeed on a DC 15 CON saving throw or be pushed 10 feet away.
Earthquake
You dig your feet into the earth below you, it shakes and rumbles, every creature within a 30ft radius centered on you must succeed on a DC 15 STR saving throw or become restrained. The enemy becomes restrained for 1 minute, they may continue to roll the STR saving throw on their turn to cancel the Restraint.
Infernal Burst
You stomp, a wall of fire erupts from the ground below you, every creature within a 30ft radius centered on you must succeed on a DC 15 DEX saving throw or take 3d10 fire damage.
Ancient Warcry
Starting at 10th level, you let out a ear-ripping war-cry, up to 10 creatures of your choice gain advantage on attacks and saving throws until the start of your next turn. They also gain a resistance to your Elemental Ancestry until you are incapacitated or unconscious.
Primordial Guardian
Starting at 14th level, you gain the ability conjure elemental at 5th level and do not have to keep concentration on it. The elemental you summon is based upon your Elemental Ancestry, the Elemental only goes away if: the elemental dies, or you become incapacitated or unconscious.
Previous Versions
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Coming Soon
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