Barbarian
Base Class: Barbarian

Barbarians who choose the Path of Disaster seek to emulate the disasters in the world around them, channeling the chaos of nature through themselves. When you choose this path you learn to cast spells similar to a sorcerer, using your charisma as your casting stat. Your spell DC is 8+Your proficiency+Your CHA modifier. You also learn to speak, read and write primordial.

Emulating the forces of nature, when you begin raging you may choose one of the following manifestations for the focus of your rage.

1- Volcano: When your rage begins, you erupt like a volcano. All creatures within 5 feet of you must make a DEX save against your spell DC or take 1d6 fire damage and be pushed back 5 feet. Objects in this area that are not worn or carried catch fire, and you become resistant to fire damage for the duration of your rage.
2- Avalanche: When your rage begins, you channel chaos before you like an avalanche. All creatures within a 15 foot cube in front of you must make a CON save against your spell DC or be knocked prone and take 1d6 cold damage. You then become resistant to cold damage for the duration of your rage.
3- Cyclone: When your rage begins you channel chaos in the air, and a cyclone blasts out from you like a tunnel of air before you. All creatures in a 30 foot line extending from you must make a save strength against your spell DC or be disarmed and take 1d6 bludgeoning damage. Objects in the path of the cyclone and all disarmed weapons are thrown to the space directly after the end of the cyclone. You gain 10 feet of movement on your turn for the duration of your rage.
4- Earthquake: When your rage begins you channel chaos in the earth below you as churn the earth beneath your feet. All terrain around you in a 15 foot radius becomes difficult terrain. All enemies in this area must make a DEX save against your spell DC or be knocked prone. For the duration of your rage, all terrain within 5 feet of you continues to churn and becomes difficult terrain.

Heart of Chaos

When you choose the Path of Disaster, your intimate knowledge of destruction gives you knowledge and insight about the destructive forces around you. Choose one of the following skills; Nature, Survival, History or Arcana. You become proficient in the skill. If you are already proficient in this skill, you become double proficient. You can always recall a destructive event related to a check utilizing the chosen skill, though whether this knowledge will help you will depend on whether your skill check is successful.

Disaster Magic

Starting when you choose this path at 3rd level, you gain the ability to cast spells. You learn two spells and two cantrips from the Sorcerer spell list. Charisma is your casting stat, and your spell DC is 8+Your Proficiency+Your CHA modifier. You gain new spells and recover your spell slots like a Ranger, using the spell slot table of a Ranger (with the exception of your cantrips), though you always choose your spells from the Sorcerer spell list. Additionally, at certain levels you gain an additional spell that does not count against your known spells, following the Path of Disaster Spells table.

You can cast spells while you are raging, but doing so will cause you to take 1d4+[spell level] Psychic Damage when you cast it. This damage cannot be reduced by any means. Though any spell you are concentrating on ends when your rage begins, your rage is so intense that if you cast a concentration spell while raging, you can maintain concentration while you continue to rage, and maintaining concentration on a spell does not cause any additional damage to you. Should your rage end, any spell you were concentrating on while raging ends with it.

Path of Disaster Spells

Barbarian

Level

Spell
3rd create or destroy water
5th shatter
9th sleet storm
13th ice storm
17th cone of cold

 

One with Chaos

Beginning at 6th level, you have learned to muster your will to channel the forces of nature within you. You do so with such intensity that you can cause the physical environment no longer hold sway over you. As a bonus action, you can choose to become immune to the  physical effects of temperature extremes, difficult terrain, or any other force of nature that could otherwise slow your movement speed or cause you discomfort or exhaustion. This includes magical effects from spells, lairs and physical abilities that do not have the effect of causing restraint or paralysis, and you cannot be grappled. When you use this ability, if you are grappled or restrained, this condition ends for you. You can still take damage from extreme temperatures or things that could normally harm you while impeding movement, even though you cannot otherwise be slowed or exhausted. You may use this ability a number of times per day equal to your CHA modifier, with a minimum of 1.

If this ability is used to prevent exhaustion, it lasts for 8 hours. If it is used to move through terrain or prevent being grappled or restrained, it lasts for 10 minutes or until the first time you prevent being grappled or restrained. If it is used to release yourself from being grappled or restrained after it has already happened, the effect is instantaneous, and ends.

Shroud of Chaos

At 10th level, you can manifest chaos around you like a cloak. You gain a permanent +1 to AC and Saving throws and cannot be silenced while raging. This bonus stacks with any other bonus derived from any other source.

As the chaos begins to erupt from within you, you can now use your rage to cause double damage to the environment and inanimate objects.

 

Elemental Weapon

At 14th level, you have learned how to use your will to channel chaos into your weapon, imbuing it with elemental power. Choose one of the following damage types: fire, cold, lightning, thunder, acid, poison or force. As a bonus action, you imbue your weapon with energy of this type. You can also change the damage type as a bonus action, or drop the damage type at will. While your weapon is imbued with this energy, your weapon does an additional 1d8 of the chosen damage type, and you are resistant to this type of damage. This bonus does not stack with any other bonuses to resistance. You may perform this ability a number of times per day equal to your CHA modifier, with a minimum of 1.

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