Base Class: Barbarian
A barbarian that chooses to not rage against the world, but with it, opens up possibilities that others could not dream of, allowing them to commune and fight with nature on their side. These become the (somewhat) wise shamans that tend to end up in leadership positions in tribes and groups of nomads, often using nature to help them make decisions and guide their path.
Primal Command
During your rage, you may call upon the elements to aid you in a way that you desire depending on what is around you. The elements respond to your call and aid you in battle in reaction to the primal link you have created with nature as its defender. You may use this ability as many times as one third your level.
Earthen Aid- As an action, you may create a wall, pillar, or slab of stone that may be as many feet long and tall as your level times 5 to a maximum of 50ft by 50 ft and support up to 2000 lbs. You may also create a number of 5ft by 5ft pillars equal to one third your level. These pillars support up to 200 lbs each.
Sand Sheathe- As a bonus action, you call the sands to your aid, allowing you to direct them where you please. The sand dances in the air causing a localized storm in a 10 ft radius for two turns. This imposes disadvantage on melee attacks against the target within the center of the storm and does 1d4 damage to enemies within its radius who fail a dex save against your spell DC.
Liquid Chains- As a bonus action, you call upon the water to arrest your target. The target must make a save against your spell DC or waters surround the target, and half its movement for the turn.
Swirling Gale- As a bonus action, you cause the winds to rampage around you or your ally. The winds impose disadvantage on ranged attacks and spells that target the person affected by the winds. The winds also add 10 ft of movement to the affected person's movement.
Ice Rupture- As a action, you cause ice around you up to a 60 ft radius to rupture and become jagged and sharp, becoming difficult terrain for a turn and dealing 1d6 damage to anyone who is on the ice when it ruptures.
Burning Edge- as a bonus action, you cause nearby fire to leap to your command. You may imbue one weapon with flame, adding half your level in damage to its attacks and changing the damage of the weapon to fire damage.
Elemental Cooperation
You are unaffected by extreme temperatures, you may breathe underwater and gain 30 ft of movement underwater.
You gain advantage on nature checks and may light a small fire or freeze a small object with a touch. This does not work on creatures.
Preferred Element
You may choose one of the following to gain-
Earthen Fury- During your rage, you may use Primal command as an action to summon a number of earthen spikes equal to one third your level. You launch these at your opponent dealing 1d8 piercing damage each.
Sand- Your sandstorm now lasts for 1 minute and increases to a 30 ft radius. All enemies within the sandstorm have disadvantage on melee attacks and take 1d6 force damage on your turn. The damage increases to 1d8 if used in a sand filled area.
Air- Your air current can now only be cast on yourself, however, it grows to a 30 ft radius causing disadvantage on ranged attacks on allies within the radius. All allies within the current gain 10 ft of extra movement and advantage on dexterity checks.
Forceful Wave- Water rushes forward in a 30 ft cube. Any target hit directly is knocked prone and takes 1d6 cold damage. If used in water, it does 1d8 cold damage and knocks anyone hit back 20 ft.
Arctic Frost- As a bonus action, you may form Ice to your body in a natural defense. This gives +2 to AC and lasts one minute. If you are within an snowy/ice covered/cold area, this natural defense lasts until cancelled.
Dispersing Flame- You may now imbue up to three weapons with your flame. You may spend your action to use Dispersing Flame. You swing your sword, creating a 20 ft cone of flame. If you do, make an attack roll against all targets within melee range in the cone and deal 1d10 damage to all targets within a 20 ft cone including the targets you attacked. Afterwards, the flame on your sword dissipates. If you are in an extremely hot environment, the flame on your sword lasts until cancelled or Dispersing Flame is used and you deal and extra 1d10 of damage when using Dispersing Flame.
Air
You choose Air as your favored element, enhancing your Swirling Gale spell
Earth
You choose Earth as your favored element and gain the Earthen Fury ability
Fire
You choose Fire as your favored element, gaining the Disperse Flame ability
Ice
You choose Ice as your favored element, gaining the Arctic Frost ability
Sand
You choose sand as your favored element, enhancing your Sand Sheathe Ability
Water
You choose water as your favored element, giving you the Forceful Wave Ability
Elemental Wrath
You are able to chose another option from level 10 in Preferred Element. You also gain resistance to the two elements you have chosen for these choices.
Elemental Mastery
As you affirm your grasp on certain elements you gain control over one more element, granting one more option of preferred element. You gain resistance to all preferred elements and cannot be hindered by those elements.
Previous Versions
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1/20/2020 10:13:41 PM
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