Base Class: Barbarian
Some Barbarians hail from cultures that revere the raw primordial Rage of the elements: the fury of the cyclone, the wrath of the volcano, the crash of the tidal wave, the destruction of the earthquake.
Elemental Surge
The primal force of the elements enhances your Rage, surging you with power. While your Rage is active, you gain the following benefits.
Furious Unarmed Strike. When you take the Attack action on your turn, you can make an Unarmed Strike as a Bonus Action.
Elemental Unarmed Strike. You can roll 1d6 + your Strength modifier in place of the normal damage of your Unarmed Strikes. This die changes when you reach certain Barbarian levels. The die becomes a d8 at level 5, a d10 at level 11, and a d12 at level 17. In addition, your Unarmed Strikes can deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type.
Elemental Rage
When you activate your Rage, you gain the ability to go into an Elemental Rage.
When you activate your Rage, you can choose one of the following elements: Air, Earth, Fire or Water. While your Rage is active, you gain a fragment of the power that belongs to the chosen element.
Air Element: Elusive Movements
While your Rage is active, your walking speed increases by 10 feet and ranged attacks have Disadvantage against you.
Earth Element: Earth's Endurance
When you activate your Rage, you gain Temporary Hit Points equal to 1d6 + half your Barbarian level (round down). The die changes when you reach certain Barbarian levels. The die becomes a d8 at level 6, a d10 at level 10, and a d12 at level 14.
Fire Element: Enlightening Aura
While your Rage is active, you have Resistance to Fire damage and you also emit Bright Light in a 30-foot radius and Dim Light in an additional 30 feet.
Water Element: Slippery Skin
You have Immunity to the Grappled and Restrained conditions while your Rage is active.
Aid of the Elements
While your Rage is active, the elements leak out of your body to help you when you are in danger. You gain access to a special Reaction based on the element you chose when you activated your Rage.
You can take these reactions a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Each of these reactions share the same number of uses. If one of these reactions requires a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.
Air Element: Blowing Winds
You unleash the storm brewing. While your Rage is active, and you get hit by a creature that is within 30 feet of you, you can take a Reaction to force that target to make a Strength saving throw. On a failed save you can move the target up to 20 feet toward or away from you.
Earth Element: Earth Slam
You embody the earthquake. While your Rage is active, and you get hit by a creature that is within 5 feet of you and is no more than one size larger than you, you can take a Reaction to slam it to the ground, and that target must make a Strength saving throw. On a successful save, it lands without suffering any effect. On a failed save, the target is Stunned until the start of its next turn and any other creature besides you, that is within 5 feet of the target, must succeed on a Constitution saving throw or fall Prone.
Fire Element: Fire Eruption
Fire tendrils erupt around you and lash out at your foes. While your Rage is active, and you get hit by a creature that is within 15 feet of you, you can take a Reaction to force that target to make a Dexterity saving throw. On a failed save, the target takes 2d8 Fire damage or half as much damage on a successful one. The Fire damage taken by the target increases as you reach Barbarian levels 10 (3d8), and 14 (4d8).
Water Element: Fluid Body
You gain perfect control over your body that now seem to flow like water. While your Rage is active, if you fail a saving throw that would send you into the Paralyzed, Petrified, or Stunned condition, you can take a Reaction to reroll it with a bonus equal to your Constitution modifier, and you must use the new roll.
Primordial Power
The primordial force of the elements manifest itself when you fight. You gain the following benefits.
Primordial Manifestation. While your Rage is active, the Unarmed Strikes of your Elemental Surge count as both Unarmed Strikes and Martial Melee weapons with the Heavy property. In addition, when you hit a creature with such an Unarmed Strike on your turn, you can activate the Sap, Slow or Topple mastery property.
Primordial Guardian. As part of the Bonus Action you take to you activate your Rage, you can benefit from the effect of the Summon Elemental spell.
This action is not prohibited by the restrictions from the Barbarian feature Rage, because this effect does not count as casting a spell and you don't have to maintain Concentration on it, therefore it doesn't suffer from any antimagic effect such as Dispel Magic or Counterspell, and you don't have to provide any of the spell components.
The summoned creature uses the Elemental Spirit stat block as if it had been summoned by the spell at its lowest level, but instead of using your spell attack modifier for the bonus to attack rolls, the bonus equals 8 plus your Strength modifier and Proficiency Bonus. The spirit is of the same element you chose when you activated your Rage, and when your Rage ends, it vanishes.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of your Rage (no action required) to restore your use of it.
Incarnation of the Elements
When you activate your Rage, your body gains the physical properties of the elements and you gain a benefit related to your element.
Elemental Form. While your Rage is active, you can pass through another creature's space as if it isn't Difficult Terrain, and you can end your turn inside another creature's space without either of you taking any damage or falling Prone. You can also move through a space as narrow as 1 inch wide without squeezing.
Overflowing Power. While your Rage is active, you gain one of the following benefits based on the element you chose when you activated your Rage. If one of these benefits requires a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.
Air Element: Master of the Wind
You gain control over the air around you and any flying creature around you ends up under your will. While your Rage is active, as an action, you can jump up to 30 feet in the air. Immediately after jump, each creature of your choice in a 30-foot Emanation originating from you must make a Dexterity saving throw. On a failed save, the targets fall Prone to the ground immediately, taking 1d6 bludgeoning damage for every 10 feet they fell. On a successful save, the targets are only pulled down to the ground by 10 feet and if they reach the ground, they don't take any damage and don't fall Prone. If a target is above you and fails the saving throw, it passes right through you, without disturbing you. If it is above you but does not fail the saving throw, it still gets pushed down 10 feet, and if it has finished its turn in the same space as you, neither of you takes any damage. At the end of your turn, you safely descend to the ground, without taking any damage.
This action counts as an Attack action for the purpose of being able to make an Unarmed Strike as a Bonus Action from the feature Elemental Surge of the Path of the Elemental Herald Barbarian.
Earth Element: Shaper of the Earth
You gain the ability to shape the earth to your heart's content. While your Rage is active, as an action, you can create a stone wall right in front of you, that can be composed by a 10-foot- by-10-foot panel, 3 inches thick or by a 5-foot- by-5-foot panel, 6 inches thick. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys the wall. You can pass through the wall you created, but attacks can't pass through the wall.
This action counts as an Attack action for the purpose of being able to make an Unarmed Strike as a Bonus Action from the feature Elemental Surge of the Path of the Elemental Herald Barbarian.
Fire Element: Aspect of Fire
Your body gets covered in flames and everyone around you burns. While your Rage is active an aura of fire blazes around you in a 10-foot Emanation until your Rage ends. Whenever the Emanation enters the space of a creature and whenever a creature enters the Emanation or ends its turn there, you can force that target to make a Dexterity saving throw. On a failed save, the target takes 2d6 Fire damage or half as much damage on a successful one. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d6 Fire damage at the start of each of its turns.
Water Element: Threat of the Depths
Your body seems to trap enemies like a deep, dark sea abyss. While your Rage is active, you have a swimming speed equal to your current walking speed and you can breathe underwater. In addition a creature Grappled by you has Disadvantage on any ability check it makes to escape that Grapple, and you don't have to spend extra movement to move a creature Grappled by you.
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