Barbarian
Base Class: Barbarian

Path of the Wild Elements

 

Embracing the raw power of the elements, Barbarians who follow the Path of Wild Elements tap into the forces of nature to enhance their combat prowess. These primal warriors become conduits of elemental energy, channeling the destructive might of fire, water, earth, wind, and lightning into their attacks. They wield the very essence of nature, unleashing its fury upon their enemies and harnessing its protective qualities.

 

Elemental Awareness

3rd-level Path of Wild Elements feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Elements

3rd-level Path of Wild Elements feature

The Elemental energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Elemental table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

rd-level Path of Wild Elements feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Elements table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Elements
D6 EFFECT
1 Fiery tendrils lash around you, enveloping your weapon in flames. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 fire damage. Additionally, until your rage ends, your weapon's damage type is now fire.
2 The power of the wind bolsters your movements, granting you enhanced mobility. Until your rage ends, your movement speed increases by 10 feet. You also have advantage on Dexterity saving throws against effects that would knock you prone or move you against your will. As a bonus action on your turn, you can rush forth with great winds towards a target within 30 feet of you without using up your movement, and make a melee attack against your target.
3 A puddle forms in a 20-foot radius around you, creating difficult terrain for all creatures except yourself until your rage ends. Additionally, you can use your attack action to summon a water whip, lashing out at a creature within a 10-foot radius of you. The target must make a Dexterity saving throw against your spell DC. On a failed save, the creature takes 1d6 cold damage.
As an alternative, as a bonus action, you can freeze the water, causing the puddle to turn into ice. Any creature standing on the ice must make an Acrobatics check. On failure, the creature falls and is knocked prone.
4 Lightning energy infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to lightning, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand. Additionally, when you throw the weapon, it magically returns to your hand at the end of your turn.
5 The Earth grants you enhanced protection. While raging, your AC increases by 2. Additionally, as a bonus action on your turn, you can create Earthen armor for yourself or your allies in the form of temporary hitpoints. You can choose one of the following options:
  1. Roll 1d8 and gain that many temporary hitpoints.
  2. Roll 2 1d6s and grant the sum to two allies.
  3. Roll 4 1d4s and grant the sum to three allies.
You cannot give yourself or your allies anymore temporary hitpoints until 1 round has passed.
6 You unleashed the combined fury of the elements within you, creating a cataclysmic display display of elemental power. Until your rage ends, you gain the following benefits:
  • Your melee attacks deal an extra 1d4 points of damage of your choice: fire, force, cold, and lightning.
  • Roll a 1d6 and gain that many temporary hitpoints. Can only be used once.
  • Your movement speed increases by +5, and you cannot be affected by difficult terrain. 
  • Choose one element from the list (fire, force, cold, or lightning) to which you gain resistance. When you take damage of that type, you suffer half that amount.
You cannot give yourself or your allies anymore temporary hitpoints until 1 round has passed.

Cleansing Waters

6th-level Path of Wild Elements feature

You can harness your wild elements to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, if the creature rolls a natural 1 they can reroll their ability check or attack roll.
  • If the creature has less than 15 hit points, you can roll one of your own Hit dice to heal the amount rolled.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Elements

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the elements within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Elements table and immediately produce the effect rolled. This effect replaces your current Wild Elements effect.

Elemental Eruption

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Elements table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. If you roll a 6 on the table, you can pick the two effects out of the table you want. If you instead choose to select the 6th option on the Wild Elements table, you receive the following benefits:

  • Your melee attacks deal an extra 1d8 points of damage of your choice: fire, force, cold, and lightning.
  • Roll a 1d12 and gain that many temporary hitpoints. Can only be used once.
  • Your movement speed increases by +15, and you cannot be affected by difficult terrain. 
  • Choose one element from the list (fire, force, cold, or lightning) to which you gain immunity.

 

Magic Awareness

3rd-level Path of Wild Magic feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Surge

3rd-level Path of Wild Elements feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Elements table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Elements

 

D6 EFFECT
1 Fiery tendrils lash around you, enveloping your weapon in flames. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 fire damage. Additionally, until your rage ends, your weapon's damage type is now fire.
2 The power of the wind bolsters your movements, granting you enhanced mobility. Until your rage ends, your movement speed increases by 10 feet. You also have advantage on Dexterity saving throws against effects that would knock you prone or move you against your will. As a bonus action on your turn, you can rush forth with great winds towards a target within 30 feet of you without using up your movement, and make a melee attack against your target.
3 A puddle forms in a 20-foot radius around you, creating difficult terrain for all creatures except yourself until your rage ends. Additionally, you can use your attack action to summon a water whip, lashing out at a creature within a 10-foot radius of you. The target must make a Dexterity saving throw against your spell DC. On a failed save, the creature takes 1d6 cold damage.
As an alternative, as a bonus action, you can freeze the water, causing the puddle to turn into ice. Any creature standing on the ice must make an Acrobatics check. On failure, the creature falls and is knocked prone.
4 Lightning energy infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to lightning, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand. Additionally, when you throw the weapon, it magically returns to your hand at the end of your turn.
5 The Earth grants you enhanced protection. While raging, your AC increases by 2. Additionally, as a bonus action on your turn, you can create Earthen armor for yourself or your allies in the form of temporary hitpoints. You can choose one of the following options:
  1. Roll 1d8 and gain that many temporary hitpoints.
  2. Roll 2 1d6s and grant the sum to two allies.
  3. Roll 4 1d4s and grant the sum to three allies.
You cannot give yourself or your allies anymore temporary hitpoints until 1 round has passed.
6 You unleashed the combined fury of the elements within you, creating a cataclysmic display display of elemental power. Until your rage ends, you gain the following benefits:
  • Your melee attacks deal an extra 1d4 points of damage of your choice: fire, force, cold, and lightning.
  • Roll a 1d6 and gain that many temporary hitpoints. Can only be used once.
  • Your movement speed increases by +5, and you cannot be affected by difficult terrain. 
  • Choose one element from the list (fire, force, cold, or lightning) to which you gain resistance. When you take damage of that type, you suffer half that amount.
You cannot give yourself or your allies anymore temporary hitpoints until 1 round has passed.

 

Elemental Eruption

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Elements table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. If you roll a 6 on the table, you can pick the two effects out of the table you want. If you instead choose to select the 6th option on the Wild Elements table, you receive the following benefits:

  • Your melee attacks deal an extra 1d8 points of damage of your choice: fire, force, cold, and lightning.
  • Roll a 1d12 and gain that many temporary hitpoints. Can only be used once.
  • Your movement speed increases by +15, and you cannot be affected by difficult terrain. 
  • Choose one element from the list (fire, force, cold, or lightning) to which you gain immunity.

 

Cleansing Waters

6th-level Path of Wild Elements feature

You can harness your wild elements to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, if the creature rolls a natural 1 they can reroll their ability check or attack roll.
  • If the creature has less than 15 hit points, you can roll one of your own Hit dice to heal the amount rolled.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Elements

 

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the elements within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Elements table and immediately produce the effect rolled. This effect replaces your current Wild Elements effect.

Elemental Eruption

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Elements table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. If you roll a 6 on the table, you can pick the two effects out of the table you want. If you instead choose to select the 6th option on the Wild Elements table, you receive the following benefits:

  • Your melee attacks deal an extra 1d8 points of damage of your choice: fire, force, cold, and lightning.
  • Roll a 1d12 and gain that many temporary hitpoints. Can only be used once.
  • Your movement speed increases by +15, and you cannot be affected by difficult terrain. 
  • Choose one element from the list (fire, force, cold, or lightning) to which you gain immunity.

 

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