Barbarian
Base Class: Barbarian

Path of the Elements
"Maybe your fire bending comes from rage and you just don't have enough anger to fuel it the way you used to."  The Path of the Elements is one of contrast. Rage and serenity. Light and dark. Yin and yang. Those who follow this path learn to unlock their own bending potential, expertly interspersing weapon attacks with elemental might.  Most barbarian tribes become affiliated with a single element, and benders of its type appear in their number. No one can really explain this exclusivity, but tribes become fiercely territorial of their elemental powers. Bending is seen as a divine gift, passed down from fallen comrades who have gone on to the Spirit World.

Chosen Element
As a bender, you have the supernatural ability to manipulate your element. When you choose this path at 3rd level, you must choose an element: fire, air, water, or earth. From that point on, you are a Fire bender, Air bender, Water bender, or Earth bender. You can never take another element, even if you later get to choose again.

Basic Bending

As a bender, you have the supernatural ability to manipulate your element. When you choose this path at 3rd level, you must choose an element: fire, air, water, or earth. From that point on, you are a Fire bender, Air bender, Water bender, or Earth bender. You can never take another element, even if you later get to choose again.

Air Bending

You feel the breath of the winds, learning to manipulate air currents with graceful, sweeping motions. Your abilities allow you to guide gentle breezes or summon gusts strong enough to buffet your foes, embodying the freedom and elusiveness of air.

Earth Bending

Through stances rooted deep in tradition, you command the stones and soil around you. Your connection with the earth grants you the power to raise barriers of jagged rock and travel on shifting grounds, reflecting the steadfastness and resilience of the earth.

Fire Bending

Harnessing the inner spark that fuels life and destruction alike, you awaken your fire bending skills. With each flick of your wrist, you can ignite flames that dance at your command or unleash bursts of fire, capturing the fierce and unyielding spirit of fire.

Water Bending

Your movements flow like the tides as you bend water to your will. With the fluidity of a coursing river, you manipulate water to shield your allies or lash out at enemies, exemplifying the adaptability and depth of water.

Elemental Fury

At 3rd level, your rage unleashes elemental fury in you. The fury extends 10 feet from you in every direction, but not through total cover. Your fury causes your element to swirl around you, battering your foes. It activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Each turn your fury is active, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). The target takes 2d4 + WIS bludgeoning damage on a failed save, or half as much damage on a successful one. The damage dice increase when you reach certain levels in this class, increasing to 2d6 at 6th level, 4d4 at 10th level, 2d10 at 15th level, and 3d12 at 20th level.

Air

Charged by the element of Air, your fury stirs up a violent storm around you. Gales and fierce winds howl, forming a vortex that seeks to throw your enemies off balance. The air whips and twists, turning into forceful blasts that buffet those caught in its wake.

Earth

When fueled by Earth, the ground around you trembles and ruptures. Rocks and soil rise to swirl in a protective and destructive barrier. Jagged stones and shards of earth hurtle toward your foes, embodying the unyielding strength and brutality of the earth itself.

Fire

Ignited by Fire, your fury sets the air ablaze, encircling you with a ring of scorching flames. These flames lash out, seeking fuel in your enemies, burning them with intense heat and the raw, untamed power of fire.

Water

Empowered by Water, your rage summons a swirling torrent of water around you. This torrent shifts rapidly between liquid and ice, striking with the heavy impact of water and the piercing chill of ice shards, reflecting the ever-changing and adaptable nature of water.

Boon of the Elements

Beginning at 6th level, you gain a boon that activates any time you rage. These boons are different, depending on your element:

Air Boon

Your jump distance is doubled, and falling damage is reduced by an amount equal to five times your barbarian level.

Earth Boon

You are unaffected by difficult terrain, and gain tremorsense to a range of 10 feet. You gain the ability to move along vertical surfaces and ceilings made of earth or stone while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Fire Boon

A creature that moves within 5 feet of you for the first time on a turn or starts its turn there takes 3d4 fire damage.

Water Boon

When you initiate a rage, you gain a number of temporary hit points equal to your Wisdom modifier + your barbarian level. Any remaining temporary hit points are lost when your rage ends.

One with Nature

One with Nature
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual creature appears to you to convey the information you seek.

Spiritual Might

Starting at 14th level, you gain a number of abilities any time you rage:

Air

Your speed is increased by 20 feet. When you make a successful attack against a creature, you can choose to blast the target with air. The target is pushed 10 + STR score feet away from you.

Earth

You gain a burrow speed of 20 feet, and your tremorsense increases to a range of 30 feet. In addition, the ground in a 10-foot radius around you ruptures and is difficult terrain for creatures other than you. The radius moves with you, and any area you leave returns to normal.

Fire

You are immune to fire damage and have resistance to cold damage. When you take damage from a creature that is within 5 feet of you, you can use your reaction to activate your Elemental Fury against that creature.

Water

You are immune to cold damage and have resistance to fire damage. You gain a swim speed of 30 feet. In addition, if you miss a creature with an attack, you can immediately make another attack against the same creature as part of the same attack. Once you use this ability, you can't do so against until the beginning of your next turn.

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