Barbarian
Base Class: Barbarian

Some Barbarians draw their rage from grief, from battle, from the wild. You draw yours from something older. Deeper.

The earth remembers every wound ever dealt upon it. Every city built on its back, every mine carved into its flesh, every war fought across its surface. That memory lives in the stone, in the magma, in the slow grinding of tectonic plates that have never once stopped moving.

You have learned to carry that weight. When you rage, the earth rages with you — protecting those who stand in your shadow, punishing those who dare approach. You are not merely a warrior. You are a fault line given breath. A volcano given purpose.

And when you finally fall, you do not go quietly.

Level 3: Tremorborn

While your Rage is active: gain a 10ft radius Aura that lets Allies take Half Damage. The negated Damage is dealt to You instead. 
Becomes 20ft at lvl9, and 30ft at 16

If you use Reckless Attack while your Rage is active, you deal an additional 1D6 + your Constitution Modifier as Thunder Damage

Seismic Impact

If you use Reckless Attack while your Rage is active, you deal an additional 1D6 + Your Constitution Modifier as Thunder Damage

Level 6: Body of Granite

You gain Tremorsense for 60ft.

While your rage is Active, you may ignore Difficult Terrainif its made from rock or earth. Also gain Advantage on checks or saving throws against being moved, knocked prone or teleported.

Body of Granite

You gain Tremorsense for 60ft.

While your rage is Active, you may ignore Difficult Terrain if its made from rock or earth. Also gain Advantage on checks or saving throws against being moved, knocked prone or teleported.

Level 10: Eruption

 

Eruption

When pushed to your limit, the volcano within you awakens. When you fall below 1/4 of your maximum Hit Points while raging, magma erupts from within you. Until your Rage ends or you fall to 0 Hit Points:

  • Your aura no longer redirects damage from allies
  • Instead, at the start of each enemy's turn, creatures within 15 feet of you must make a Constitution saving throw (DC 8 + Proficiency Bonus + CON modifier)
    • Failed save: Take Thunder damage equal to your missing Hit Points / 4 (rounded down)
    • Successful save: Take half damage
  • Your melee attacks deal Fire damage instead of their normal damage type, bypassing nonmagical resistance and immunity
  • At the start of each of your turns, roll a d20. You lose that many Hit Points, which cannot be reduced or prevented

 

Level 14: Cataclysm

When you are reduced to 0 Hit Points by Eruption's self damage, the volcanic energy within you detonates catastrophically. Superheated earthen debris explodes outward in two devastating rings:

Inner Ring (10 feet) Every creature must make a Constitution saving throw (DC 8 + Proficiency Bonus + CON modifier)

  • Failed save: Take 10d10 Fire and Thunder damage and are knocked prone
  • Successful save: Take half damage

Outer Ring (20 feet) The ground ruptures and remains superheated and unstable for 1 minute. Any creature that enters or starts their turn in this area takes 2d6 Fire and Thunder damage and must succeed on a Strength saving throw (DC 8 + Proficiency Bonus + CON modifier) or have their movement speed halved until the start of their next turn.

 

Level 20: Tungsten Skin

Full Description: Years of absorbing punishment, channeling seismic force and surviving the volcanic fury of Eruption have left their mark. Your skin is no longer entirely flesh — it has taken on something of the earth itself. Faintly lined with mineral traces, resistant to heat that would melt steel, unbothered by the thunder that once shook the ground beneath your feet. The volcano did not consume you. It became you.

You gain the following benefits permanently:

  • Resistance to Fire and Thunder damage
  • Your AC increases by 2

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