Barbarian
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.

Unarmed Fury

3rd-level Path of Elemental Fury feature

You've learned how to harden your body into a weapon. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Additionally, when you rage and as a bonus action on each of your turns while raging, you can make one unarmed strike.

Elemental Rage

3rd-level Path of Elemental Fury feature

You've learned how to infuse yourself with power from the Elemental Planes. When you rage, choose either Air, Earth, Fire, or Water. While raging, you gain powers associated with that element, as listed below.

Air

You reduce any falling damage you take by 10, and ranged weapon attacks have disadvantage against you.

Earth

You reduce any attempt to push or pull you along the ground by 10 feet, and you ignore ground-based difficult terrain.

Fire

You gain resistance to fire damage and cannot be coated in acid or fire (such as being lit on fire).

Water

You gain temporary hit points equal to your Constitution modifier + your barbarian level, and you can walk on liquid surfaces as if they were solid.

Masters of Between

6th-level Path of Elemental Fury feature

You've learned how to invoke the intermediate planes even while not raging. When you finish a long rest, choose one of the schools of elemental power to emulate. This lasts until you choose a new school, and grants benefits plus immunity to one weather effect presented in the Dungeon Master's Guide.

Ice Order

You gain a swimming speed equal to your walking speed, you can breathe underwater, and you cannot be slowed by snow or ice (such as the ice storm spell). You also ignore the effects of extreme cold.

Magma Sect

Your unarmed strikes deal double damage to objects and structures and can ignite objects not being worn or carried. You also ignore the effects of extreme heat.

Mud Altar

You gain tremorsense to a range of 15 feet so long as you are on unworked dirt, sand, or stone. You also ignore the effects of heavy precipitation.

Smoke Temple

You can hide as a bonus action, and whenever you make a Dexterity (Stealth) check, you can treat a roll of 6 or lower on the d20 as a 7. You also ignore the effects of strong wind.

Roaring Temper

10th-level Path of Elemental Fury feature

You've learned how to emit your chosen element when you rage. If you use Reckless Attack and are targeted with a melee attack before your next turn, you can take a reaction based on your current elemental rage. The DC for these reactions is equal to 8 + your proficiency bonus + your Constitution modifier.

Air. You blast the attacker with wind, forcing them to make a Strength saving throw or take 3d6 thunder damage and be pushed up to 15 feet directly away from you.

Earth. You harden your skin, increasing your Armor Class by 2d4 and potentially causing the attack to miss. If it does, you can make one unarmed strike against the attacker.

Fire. You strike at the attack with flames, forcing them to make a Dexterity saving throw or take 3d10 fire or radiant damage (your choice), taking half as much damage on a success.

Water. You twist the strike with water, forcing the attacker to make a Strength saving throw. A creature that is Huge or larger has disadvantage on this saving throw. On a failure, you redirect the attack to one creature of your choice within the attacker's reach.

You can use any of these reactions a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Elemental Implosion

14th-level Path of Elemental Fury feature

You've become a conduit for raw elemental energy. Each of your elemental rage options gains a new benefit.

Air

Your speed cannot be reduced and you gain a flying speed equal to your walking speed.

Earth

You are immune to being paralyzed or petrified, and you gain a climbing speed equal to your walking speed.

Fire

You are immune to the poisoned condition and creatures dealt damage by your unarmed strikes can't regain hit points until the start of their next turn.

Water

You cannot be grappled or restrained, and you regain 5 hit points when you start your turn in or atop at least a 5-foot deep body of water.

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