Base Class: Barbarian
You are a conduit, channeling energy from other planes directly into your own body and the weave around you. Your rage comes not from yourself, but from the entities that inhabit the ephemeral realms above and beyond the material plane.
Level 3: Primal Aura
You learn to channel energies from other planes of existence. These energies take the form of an aura centered on you and radiating out to a distance of 5 feet. When you take this primal path, you learn two auras from the list below. You may choose a known aura to invoke when you start to rage, and the aura lasts for the duration of your rage or until you end it (no action required).
You learn an additional aura and the radius of your aura increases by 5 feet when you reach 6th, 10th, and 14th levels in this class.
Aura of Air
Your aura grants resistance to lightning damage and advantage on dexterity saving throws. You and allies that start their turn within the aura have their movement speed increased by 10 feet until the end of their turn.
Aura of Earth
Your aura grants resistance to poison damage, advantage on constitution saving throws, and a +1 bonus to AC.
Aura of Fire
Your aura grants resistance to fire damage, advantage on charisma saving throws, and a +1 bonus to damage rolls.
Aura of Primordial Chaos
Your aura grants resistance to acid damage and a +1 bonus to saving throws.
Aura of the Astral Plane
Your aura grants resistance to force damage. You and allies within your aura can't be stunned, paralyzed, or petrified. If you or an ally already suffers from one of these effects, it is suppressed while inside the aura.
Aura of the Ethereal Plane
Your aura grants resistance to thunder damage. You and allies within your aura can't be blinded, deafened, or silenced. If you or an ally already suffers from one of these effects, it is suppressed while inside the aura.
Aura of the Far Realms
Your aura grants resistance to psychic damage and advantage on intelligence saving throws. When you or an ally inside your aura rolls a 1 on a d20, they may roll again and must use the new roll.
Aura of the Feywild
You and allies inside your aura can't be charmed. If already charmed, the effect is suppressed while inside the aura. You and allies within your aura can teleport to a point they can see inside the aura as a bonus action.
Aura of the Lower Planes
Your aura grants resistance to necrotic damage. Whenever you or an ally within your aura reduces a creature to zero hit points, you and all allies within the aura gain [roll]1d8[/roll] temporary hit points.
Aura of the Shadowfell
You and allies inside your aura can't be frightened. If already frightened, the effect is suppressed while inside the aura. Creatures outside perceive the area within your aura to be filled with shadows and lightly obscured. You and allies within your aura do not.
Aura of the Upper Planes
Your aura grants resistance to radiant damage. You and allies within the aura gain the maximum possible amount of hit points from any healing.
Aura of Water
Your aura grants resistance to cold damage and advantage on wisdom saving throws. Enemies that start their turn within the aura have their movement speed reduced by 10 feet until the end of their turn.
Level 3: Invoke Primal Aura
Choose known Primal Auras to invoke. Invoked Primal Aura features will be added to your character sheet when active.
Aura of Air
Aura of Air is active.
Aura of Earth
Aura of Earth is active.
Aura of Fire
Aura of Fire is active.
Aura of Primordial Chaos
Aura of Primordial Chaos is active.
Aura of the Astral Plane
Aura of the Astral Plane is active.
Aura of the Ethereal Plane
Aura of the Ethereal Plane is active.
Aura of the Far Realms
Aura of the Far Realms is active.
Aura of the Feywild
Aura of the Feywild is active.
Aura of the Lower Planes
Aura of the Lower Planes is active.
Aura of the Shadowfell
Aura of the Shadowfell is active.
Aura of the Upper Planes
Aura of the Upper Planes is active.
Aura of Water
Aura of Water is active.
Mutable Rage
You learn to quickly attune to a new plane, improving your ability to adapt. While raging, you may expend a use of your rage as a bonus action to stop channeling one aura and start channeling a different aura you know. Immediately after you finish a long rest, you can expend all but one use of rage to exchange one aura you know for a different aura on the Primal Aura list.
Channeled Strike
You gain the ability channel your aura through a weapon. When you hit with a melee weapon attack, you can convert all damage from that attack into a damage type you have resistance or immunity to, plus an extra [roll]1d8[/roll] damage of that type. This damage counts as magical. You may use this feature only once per turn, and only while raging with an aura invoked.
Cosmic Weaver
You've become so familiar with the forces beyond that you can host several types of energy at once. You can choose two known auras to invoke instead of one when you start to rage. You can also use your Channeled Strike feature twice per turn instead of once, provided the damage type you choose for each hit is different.
Comments