Base Class: Barbarian
Barbarians of the Path of Calamity draw upon the primal chaos that roils beneath the surface and atop the skies of the Material Plane. They embrace the reality that the whims of nature humble all—earthquakes topple the kingdoms, tsunamis decimate fleets, kaiju consume armies. Contrary to what tyrants and kings believe, there are no heights mortals can reach that cannot be torn asunder by natural disaster. Embracing this chaotic power, a Barbarian’s greataxe may be struck by lightning as it falls in a bolt of power, or a javelin may ignite in flame as it blisters through the air. When angered, you are a walking natural disaster, channeling the immeasurable wrath of a calamity.
Level 3: Calamity Manifestation
Choose a Calamity from which you channel your power. Each Calamity has an associated damage type and a boon you have while it is your chosen Calamity, as specified in the Calamity Effects table. Whenever you finish a Short or Long Rest, you can change your choice.
Blizzard
At the start of each of your turns while your Rage is active, you gain Temporary Hit Points equal to twice your Rage Damage bonus.
Earthquake
While your Rage is active, your High Jump and Long Jump are up to 15 feet without a running start. If you jump at least 15 feet in any direction, the ground in a 10-foot-radius Sphere around the space you land becomes Difficult Terrain until your Rage ends.
Volcano
While your Rage is active, whenever you score a Critical Hit or a creature scores a Critical Hit against you, you explode in a ball of fire, dealing Fire damage equal to twice your Rage Damage bonus to each other creature within 10 feet of you.
Once this effect has triggered, it can’t trigger again until the start of your next turn.
Level 3: Disaster Strike
When you hit a creature with a Melee weapon or Unarmed Strike while your Rage is active, you can empower the attack with cataclysmic power. The target of the attack takes extra damage of the type associated with your chosen Calamity, and you create an additional effect based on your chosen Calamity, as detailed below. To determine the extra damage, roll a number of d8s equal to your Rage Damage bonus, and add them together.
You can use this feature twice, but only once per use of Rage, and you regain all expended uses of it when you finish a Long Rest. You can use this feature three times before a Long Rest starting at Barbarian level 9 and four times before a Long Rest starting at Barbarian level 16.
Blizzard. Layers of ice shield you and others from damage. You can distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points is equal to the extra Cold damage of your Disaster Strike.
Earthquake. The land shakes with your impact. Creatures of your choice within 30 feet of you that are on ground that is Difficult Terrain fall Prone.
Volcano. Cooled magma coats your body in a brittle, but resilient, shield. You have Resistance to all damage for 1 minute or until you are hit by an attack roll, and the first attack roll that hits you is a Critical Hit.
Blizzard
Layers of ice shield you and others from damage. You can distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points is equal to the extra Cold damage of your Disaster Strike.
Earthquake
The land shakes with your impact. Creatures of your choice within 30 feet of you that are on ground that is Difficult Terrain fall Prone.
Volcano
Cooled magma coats your body in a brittle, but resilient, shield. You have Resistance to all damage for 1 minute or until you are hit by an attack roll, and the first attack roll that hits you is a Critical Hit.
Level 6: Cataclysmic Aura
You have Resistance to the damage type associated with your chosen Calamity. In addition, while your Rage is active, chaotic energy flows in a 30-foot Emanation that originates from you. The aura’s effects depend on your chosen Calamity, as detailed below.
Blizzard. Once per turn, when an ally of yours that has Temporary Hit Points is hit by a melee attack while in the Emanation, the blizzard retaliates. The attacker takes Cold damage equal to your Rage Damage bonus.
Earthquake. While in the Emanation, Difficult Terrain doesn’t cost you or your allies extra movement.
Volcano. When you or an ally of yours in the Emanation rolls a 1 on the d20 for a saving throw, you explode in a ball of flames, as per your Calamity Manifestation feature.
Blizzard
You have resistance to Cold damage.
Once per turn, when an ally of yours that has Temporary Hit Points is hit by a melee attack while in the Emanation, the blizzard retaliates. The attacker takes Cold damage equal to your Rage Damage bonus.
Earthquake
You have resistance to Thunder damage.
While in the Emanation, Difficult Terrain doesn’t cost you or your allies extra movement.
Volcano
You have resistance to Fire damage.
When you or an ally of yours in the Emanation rolls a 1 on the d20 for a saving throw, you explode in a ball of flames, as per your Calamity Manifestation feature.
Level 10: Invoke Calamity
Your connection with the elemental chaos allows you to force calamities onto others. When a creature that you can see within the Emanation of your Cataclysmic Aura makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll.
If the attack misses, the target of the attack can take a Reaction to make an attack with a Melee weapon or Unarmed Strike against the attacker. On a hit, the attack deals extra damage equal to half your Barbarian level. The damage is of the type associated with your chosen Calamity. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 14: Disaster Incarnate
When you activate your Rage or as a Bonus Action while it’s active, you can expend a use of your Rage to transcend into a maelstrom of elemental power, granting you the following benefits until your Rage ends. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Damage Immunity. You have Immunity to the damage type associated with your chosen Calamity.
Never-Ending Calamity. When you activate this feature, you regain one expended use of your Disaster Strike.
Shared Resistance. Allies in the Emanation of your Cataclysmic Aura have Resistance to the damage type associated with your chosen Calamity.
Shifting Calamity. As a Bonus Action, you can change your chosen Calamity to another one from your Calamity Manifestation feature.
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