Base Class: Barbarian
Imbued Calamity
When you reach the third level, choose which calamity you will employ to earn strength.
Each disaster has a damage kind that gives you an edge by boosting other abilities.
Earthquake (Bludgeoning Damage) - You can’t be knocked prone. You gain resistance to bludgeoning.
Volcano (Fire Damage) - You gain a resistance to fire damage. Your base jumping speed is 30ft.
Hurricane (Lightning Damage) - You gain a resistance to lightning damage. Your base flight speed is 60ft.
Tsunami (Cold Damage) - Your base swimming speed is 30ft. You gain a resistance to cold damage.
Disaster Strike
Also at level 3, while you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional damage of your associated calamity
This feature can be activated once per long rest. Alternatively, you can choose to activate it again by expending one use of your rage ability.
The damage of your Disaster Strike increases to 3d8 at level 6, 4d8 at level 10, and 5d8 at level 14.
Oncoming Calamity
Beginning at 6th level, your calamitous power grows. You gain an additional power related to your associated calamity type.
Earthquake - You gain the ability to sense the vibrations and tremors in the earth around you. You have Tremorsense in a 60ft range.
Volcano - You glow red hot while raging. Any creature grappling or grappled by you takes fire damage at the start of each of its turns equal to twice your proficiency bonus.
Tsunami - You are a devastating threat in water. you gain the ability to hold your breath for up to an hour below water. You have resistance to fire damage, and do twice as much damage against flame-based creatures. (fire elementals, red dragons, tieflings, ect)
Hurricane - You are empowered by the force of winds. While raging, you can fly at a speed of 60 and are immune to ranged weapon attacks such as arrows and darts. This power only lasts for 10 rounds.
Invoke Calamity-
Starting at 10th level, your connection with the forces of elemental chaos allows you to force calamities on others.
When a creature within 15ft of you makes an attack roll against a creature other than you, you can use your reaction to impose disadvantage on that attack (before the roll). If that attack misses, the attacking creature takes magical damage of your associated calamity type equal to half your barbarian level.
Calamity Incarnate -
At 14th level, while raging, you use a bonus action to accept a level of exhaustion and transcend into a maelstrom of living elemental power; a natural disaster incarnate. This transformation lasts for as long as you are raging and will deal 1d6 damage to you for every round it is active. You gain the following benefits:
• When you invoke this transformation, all creatures within a 5ft radius around you take 2d8 magical damage of your calamity type for every round that they remain within range.
• Your movement speed decreases by 10ft as the elemental maelstrom swirls around you.
• The area in a 20ft radius of you becomes difficult terrain for any creature other than yourself, including allies.
• Your weapon attacks deal an extra 1d8 magical damage of your calamity damage type.
• Once per turn, when you hit a creature with an attack, that creature must make a Strength saving throw (DC 8+Strength Modifier+Proficiency Bonus) or fall prone.
Imbued Calamity
When you take this path at 3rd level, choose one calamity through which you channel your power. Each calamity has an associated damage type, which empowers some of your other abilities, and confers a special benefit to you.
Earthquake (Bludgeoning Damage) - You can’t be knocked prone. You gain resistance to bludgeoning.
Volcano (Fire Damage) - You gain a resistance to fire damage. Your base jumping speed is 30ft.
Hurricane (Lightning Damage) - You gain a resistance to lightning damage. Your base flight speed is 60ft.
Tsunami (Cold Damage) - Your base swimming speed is 30ft. You gain a resistance to cold damage.
Earthquake (Bludgeoning Damage)
You can’t be knocked prone. You gain resistance to bludgeoning damage.
Hurricane (Lightning Damage)
You gain a resistance to lightning damage. Your base flight speed is 60ft.
Tsunami (Cold Damage)
You gain a resistance to cold damage.Your base swimming speed is 30ft.
Volcano (Fire Damage)
You gain a resistance to fire damage. Your base jumping speed is 30ft.
Disaster Strike
Also at level 3, while you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional damage of your associated calamity type
This feature can be activated once per long rest. Alternatively, you can choose to activate it again by expending one use of your rage ability.
The damage of your Disaster Strike increases to 3d8 at level 6, 4d8 at level 10, and 5d8 at level 14.
Rage + (Earthquake Calamity)
While you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional bludgeoning damage. You can only use this feature once per long rest, unless you expend one use of your rage to do it again.
Rage + (Hurricane Calamity)
While you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional lightning damage. You can only use this feature once per long rest, unless you expend one use of your rage to do it again.
Rage + (Tsunami Calamity)
While you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional Cold damage. You can only use this feature once per long rest, unless you expend one use of your rage to do it again.
Rage + (Volcano Calamity)
While you are raging, when you hit a creature with a melee weapon attack, you can channel a calamitous strike, dealing 2d8 additional fire damage. You can only use this feature once per long rest, unless you expend one use of your rage to do it again.
Oncoming Calamity
Beginning at 6th level, your calamitous power grows. You gain an additional power related to your associated calamity type.
Earthquake - You gain the ability to sense the vibrations and tremors in the earth around you. You have Tremorsense in a 10ft range.
Volcano - You glow red hot while raging. Any creature grappling or grappled by you takes fire damage at the start of each of its turns equal to twice your proficiency bonus. You have resistance to cold damage.
Tsunami - You are a devastating threat in water. You gain a swim speed equal to twice your walking speed, and can hold your breath for up to an hour below water. You have resistance to fire damage.
Hurricane -You are empowered by the force of
winds. While raging, you can fly at a speed of 60 and
are immune to ranged weapon attacks such as
arrows and darts.
Earthquake
You gain the ability to sense the vibrations and tremors in the earth around you. You have Tremorsense in a 10ft range.
Hurricane
Beginning at 6th level, your calamitous power grows. You gain an additional power related to your associated calamity type.
You are empowered by the force of
winds. While raging, you can fly at a speed of 60 and
are immune to ranged weapon attacks such as
arrows and darts. This power only lasts for 10 rounds.
Tsunami
Beginning at 6th level, your calamitous power
grows. You gain an additional power related to
your associated calamity type.
You are a devastating threat in water. you
gain the ability to hold your breath for up to an hour
below water. You have resistance to fire damage,
and do twice as much damage against flame-based
creatures. (fire elementals, red dragons, tieflings,
ect)
Volcano
Beginning at 6th level, your calamitous power grows. You gain an additional power related to your associated calamity type.
You glow red hot while raging. Any creature grappling or grappled by you takes fire damage at the start of each of its turns equal to twice your proficiency bonus. You have resistance to cold damage.
Invoke Calamity
Starting at 10th level, your connection with the forces of elemental chaos allows you to force calamities on others.
When a creature within 15ft of you makes an attack roll against a creature other than you, you can use your reaction to impose disadvantage on that attack (before the roll). If that attack misses, the attacking creature takes magical damage of your associated calamity type equal to half your barbarian level.
Calamity Incarnate
At 14th level, while raging, you use a bonus action to accept a level of exhaustion and transcend into a maelstrom of living elemental power; a natural disaster incarnate. This transformation lasts for as long as you are raging and will deal 1d6 damage to you for every round it is active. You gain the following benefits:
• When you invoke this transformation, all creatures within a 5ft radius around you take 2d8 magical damage of your calamity type for every round that they remain within range.
• Your movement speed decreases by 10ft as the elemental maelstrom swirls around you.
• The area in a 20ft radius of you becomes difficult terrain for any creature other than yourself, including allies.
• Your weapon attacks deal an extra 1d8 magical damage of your calamity damage type.
• Once per turn, when you hit a creature with an attack, that creature must make a Strength saving throw (DC 8+Strength Modifier+Proficiency Bonus) or fall prone.
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