Base Class: Barbarian
Many Barbarians hear the call of spirits in the wild. Your call comes from the chaotic inner planes where elemental spirits reside. You felt anger swell when you saw goblins polluting a river, winds choked in smoke, an ancient stone formation toppled, or filth discarded into a pure flame. It wasn't your own frustration that you felt but the rage of elementals crying for retribution in our sphere. You heard, you understood, and they look to you for their justice. Your body channels the most primal planar energy and the wrath of elementals.
Elemental Wrath
3rd Level Path of Elements Feature
You've listened to the elements and served as a vessel for their wrath when called upon. Now they heed your call and inhabit your form with their rage. Whenever you rage, you may choose one type of elemental to host which grants its benefits while raging:
- Air. Once on your turn, when you hit a creature which is Huge or smaller, you may force them to make a Strength saving throw against your Strength save DC. On a failure, the creature is pushed 15 feet backwards or horizontally. You also gain 10 feet of additional movement speed which increases to 20 feet at level 10.
- Earth. The first creature you hit on your turn has its movement speed reduced by half until the start of your next turn. You also gain +1 AC which increases to +2 AC at level 10.
- Fire. You gain fire resistance. The first time you hit a creature on your turn with a Reckless Attack, fire erupts around you. Creatures within 5 feet of you take 1d6 + your Rage damage as fire damage. This increases to 2d6 plus your Rage damage at level 10.
- Water. You gain cold resistance. Your reach with melee weapons increases by +5 feet while using Reckless Attack. This increases to +10 feet at level 10.
Spirit Boon
6th Level Path of the Elements Feature
You are able to call on the elemental spirits for guidance or aid. Beckoning them forth, you may Skywrite, Create or Destroy Water, summon a Floating Disk made of stone, or perform Augury by gazing into a campfire or a candle.
You may do this twice, and you must take a long rest to regain all expended uses.
Primal Avatar
10th Level Path of the Elements Feature
The elemental spirits which inhabit your body as you rage have slowly attuned your flesh to be capable of their own fighting styles. While raging with the power of an elemental, you gain additional abilities determined by which type of elemental you have chosen to host:
- Air. You have a flying speed equal to half your movement speed. While in smoke, fog, or any vision-obscuring gases, you have 10 feet of blindsight.
- Earth. You have a burrowing speed equal to half your movement speed. While burrowing, you have 10 feet of tremorsense.
- Fire. Once per turn, you may jump without expending any movement for the distance traveled in the air. If you travel at least 15 feet through the air, then you land with a fiery burst. Creatures within 5 feet must make a Dexterity saving throw, taking 4d6 fire damage on a failure or half damage on a success.
- Water. You gain a swim speed equal to your movement speed, and you may also breathe underwater. On land, you are immune to difficult terrain.
Eidolon Caller
14th Level Path of the Elements Feature
As a champion of the elements, the furious echoes of your voice resonate through the inner planes and stir the spirits. They have become very responsive to your call. While you are raging, as a bonus action, you can summon a different spirit to change your elemental attunement. This automatically extends your rage until your next turn. You cannot re-attune to an element which you have already used in your current rage unless you spend another usage of rage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/10/2024 2:46:37 PM
|
6
|
0
|
1
|
Coming Soon
|
|
|
1/21/2024 7:41:12 PM
|
11
|
0
|
1.1
|
Coming Soon
|
|
|
2/4/2024 4:26:24 AM
|
13
|
0
|
1.2
|
Coming Soon
|
Comments