Base Class: Barbarian
During their training, some Barbarians spend more time alongside the Druids or even some Sorcerers, learning the ways of their craft. The Path of the Farseer draws on such magic and is a path of wisdom, ferocity and inner balance as they keep the peace between the four elements of Earth, Fire, Air and Water. The elements, if left unkept, are relentless and unbalanced. As such, the Farseer keep the peace between them and harness their powers in return.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Elemental Overload
Starting when you choose this path at 3rd level, when you rage, roll on the Table of Elements table to determine the elemental effect.
On the element that is rolled, you are attuned to it for the duration of your rage. If the effect requires a saving throw, the DC equals 8 + your proficency bonux + your CON modifier.
Table of Elements - roll a d6
| d6 | Effect |
|---|---|
| 1 | Fire. Your melee weapon attacks deal an extra 1d6 points of fire damage and causes your target to ignite in flames. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. |
| 2 | Ice. Your melee weapon attacks deal an extra 1d6 points of cold damage. The target must make a Constitution saving throw, or reduce its movement by 10ft for 1 minute. At the start of each of its turns, the target can continue to attempt to save against the effect as an action, ending the slow on a success. |
| 3 | Earth. Your melee weapon attacks deal an extra 1d6 points of bludgeong damage. Your Strength score increases by 2 for 1 minute. |
| 4 | Water. Your melee weapon attacks deal an extra 1d8 points of Necrotic damage. On a hit, you release a flash of green light, absorbing the total Necrotic damage as temporary hit points. |
| 5 | Lightning. Your melee weapon attacks deal an extra 1d6 points of lightning damage. As a Bonus action, you teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 1d12 thunder damage on a failed save, or half as much damage on a successful one. |
| 6 | Air. Your melee weapon attacks deal an extra 1d10 points of force damage. While attuned, you deal double damage to structures. On a hit, the target must make a Strength saving throw, or be pushed back 10 feet. |
At Higher Levels: The elemental damage increases by 1 die at 6th level, 9th level, 12th level, 15th level and 18th level.
Enhanced Elements
At 6th level, as you Rage and roll on the Table of Elements, you bolster yourself. While you're raging, you can grant yourself and one ally within 30ft of you additional bonuses depending on the attuned element:
- Fire & Ice: Your movement is increased by 10ft, while enemies within 10 feet of you have their movement halved, as if the surrounding landscape is rough terrain.
- Earth & Lightning: You gain a bonus to your AC based on your Proficiency modifier.
- Water: You spiritually link yourself to one ally and heal them for 1d8 + your CON modifier as a Bonus action, or as a Reaction, you can gain 1d8 + your CON modifier of health from a target on a hit. You may only use one of these effects per turn.
- Air: You spiritually link yourself to one ally and grant advantage on melee and ranged attacks against enemies.
Primal Maelstrom
At 10th level, having greater understanding of the elements and how to harness them, you gain the ability to spell cast. As an action, you may cast the spell, relating to your attuned element, once per Rage.
- Fire: Flame Strike
- Ice: Ice Storm - Cast at 5th level
- Water: Riptide
- Earth: Wrath of Nature
- Lightning: Chain Lighting
- Air: Wind Wall
Ascendance
At 14th level, you take on the Elemental form you are attuned to (based on the Table of Elements). Whilst in the Elemental form, you are immune to that element. Additionally, you are immune to the frightened, paralyzed, prone and stunned conditions. You also gain the following benefits:
- +2 bonus to your AC.
- Once per round, any weapon attack you make deals maximum dice damage on the elemental damage mentioned in the Table of Elements.
- Your opponents have disadvantage against your spells that require saving throws.
Previous Versions
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11/10/2023 2:31:00 PM
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11/11/2023 11:33:47 AM
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