Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Calamity carry the volatile fury of tectonic shifts, volcanic eruptions, and violent storms within their flesh. When they rage, the earth fractures beneath their boots, and their weapons strike with the concussive force of a meteor impact.

Tectonic Rupture

3rd-Level Path of the Calamity Feature

Your rages trigger localized geological chaos. While your Rage is active, your melee attacks strike with the force of an erupting volcano.

Whenever you hit a creature with an unarmed strike or a melee weapon attack using a weapon with the Two-Handed property, magma and shockwaves burst from the point of impact. The target and each creature of your choice within 5 feet of it must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). A creature takes 2d4 Fire damage on a failed save, or half as much damage on a successful one.

You may use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you take a Short or Long Rest.

This explosion damage increases as you grow more destructive: it becomes 3d4 at 10th level, and 4d4 at 14th level.

Seismic Anchor

6th-Level Path of the Calamity Feature

You become as unyielding as a mountain range, absorbing elemental fury and crushing single targets into the dirt. You gain the following benefits:

  • Earthborn Resilience: You gain resistance to Fire and Thunder damage. Additionally, you cannot be knocked Prone or moved against your will while standing on solid ground.

  • Bedrock Smash: When you hit a creature with a Reckless Attack, you can channel seismic pressure into the blow. The target must succeed on a Strength saving throw against your Tectonic Rupture DC. On a failed save, it is knocked Prone, and its speed is reduced to 0 until the start of your next turn as cracks in the earth trap its limbs.

Pyroclastic Surge

10th-Level Path of the Calamity Feature

You can instantly transform your momentum into a deadly wave of superheated ash and rock, charging through hordes of enemies.

As a Bonus Action while raging, you can turn into a churning cloud of pyroclastic flow and surge forward up to your walking speed in a straight line. This movement does not provoke Opportunity Attacks, and you can pass through enemies' spaces.

Each creature you pass within 5 feet of during this surge must make a Constitution saving throw against your Tectonic Rupture DC. On a failed save, a creature takes 3d10 Bludgeoning damage, is pushed 10 feet away from your path, and is Blinded by ash until the start of your next turn. On a successful save, it takes half as much damage and isn't Blinded or pushed.

You can use this feature once per Rage.

Living Cataclysm

14th-Level Path of the Calamity Feature

Your rage reaches apocalyptic proportions. While raging, you are surrounded by a swirling aura of ash, embers, and seismic tremors out to a radius of 10 feet. You gain the following benefits:

  • Expanded Rupture: The radius of your Tectonic Rupture feature increases to 10 feet around your target.

  • Fault Line Execution: When you make a melee weapon attack against a creature that is Prone, the attack deals an extra 2d4 + your Strength modifier Force damage as you crush them completely into the breaking bedrock.

  • Volcanic Immunity: Your resistance to Fire and Thunder damage becomes an immunity.

Path Of Calamity Image

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