Barbarian
Base Class: Barbarian

From calm spring meadows, to volcanic eruptions, the aspects of the Earth are vast and various, and those who walk the Path of the Earthmother are able to call upon the power and chaos of the Earth with every strike. 

Path of the Earthmother Barbarians are often warriors and guardians of druid groves and other wilderness communities.  Many are worshippers of Chauntea and Silvanus, as well as avid protectors of all facets of nature.

Volcanic Outburst

 

While raging, you can choose to burst out with the power of a volcano. If you do so, for the duration of your rage, whenever you make an attack, you may add an additional 1d4 fire damage--regardless if the hit is successful--as you channel the essence of the Earth's volatile magma core with every swing.  On a successful hit, you may also choose one other creature within 15 feet to take an additional 1d4 fire damage as they get caught in the blast of your explosive rage.

This damage increases to 2d4 at level 6, 3d4 at level 10, 4d4 at level 14, and 5d4 at level 18.

Earth's Power

3rd-Level Path of the Earthmother

When you choose this path, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Charisma is your spellcasting ability for this spell.

 

 

Earthen Armor

Beginning at 6th level--as long as you are not already wearing armor--when you unleash the power of your Volcanic Outburst, a layer of molten earth solidifies over your skin which gives it a rough, granite-like appearance, and the your AC can’t be less than 16 (similar to casting Barkskin on self). As soon as your rage leaves you, the armor cracks and falls off.  You can do this only once per short rest.

Terraforming

Beginning at 10th level, you can use your action to modify the terrain around you. Your connection to the Earthmother allows you to tap into the terrain and cause the ground to shake and shift, and plants to grow wild within a 30 foot radius centered on yourself. This area is now difficult terrain and creatures moving through the area must spend 4 feet of movement for every 1 foot they move. Any creature that enters this radius must make also Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), or be knocked prone. If a creature fails their saving throw by more than 5, they are also [condition]restrained[restrained] until the end of your next turn. 

You can use this feature a number of times equal to your proficiency bonus per long rest.

Out of combat, if you spend 8 hours Terraforming, you can enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. You can also form rudimentary shapes with the earth, such as creating small earthen buildings, short tunnels, or shallow caves)

Deadly Eruption

Starting at 14th level, your deep connection to the core of the earth means that you have immunity to fire damage while raging.

In addition, you have learned to concentrate all of your rage into a single, decisive blow. While you are raging, you may choose to willingly extinguish your rage by releasing your flames towards a target area.

A bright streak erupts from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Once you use this ability, you cannot enter a rage for 1 hour, and must finish a long rest before using it again.

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