Base Class: Barbarian
Travelers, warriors, and scholars, barbarians who follow the call of the orrery seek an existence beyond the puppetry of the Material Plane. Astral stars glitter in the wake of their blades, and ethereal power seeps from them when they channel their power to strengthen their mind and body.
Barbarians of the orrery are often scholars or wanderers who have devoted study or time to the pursuit of life beyond their home plane. A sages from a library that held the knowledge of a long-dead devil is as likely to follow this calling as a simple tribesman who stumbled into the smoking pit caused by a surge of energy from the Plane of Fire.
By Cicada.
Inner Anchor
Starting at when you choose this path at 3rd level, the power of one of the Inner Planes suffuses your body when you rage. When you begin your rage, you may pick from one of the following choices and gain that plane's benefits for the duration of your rage.
- Feywild : You cannot be charmed while you rage, and any charm effects are suppressed throughout your rage. In addition, your speed increases by 10 feet.
- Shadowfell : You cannot be frightened while you rage, and any fear effects are suppressed throughout your rage. In addition, you gain blindsight to a range of 15 feet.
- The Ether : For the duration of your rage, any bludgeoning, piercing, or slashing damage you deal is instead force damage. In addition, you are resistant to force and psychic damage.
Starlit Studies
Starting at 3rd levels, your attunement with the planes manifests in an uncanny knowledge of them. When you make an Intelligence or Wisdom check related to knowledge or residents of the non-Material Planes, you are may add double your proficiency bonus if you are proficient with that check.
Elemental Vessel
Beginning at 6th level, your rage is bolstered by the power of the Elemental Planes, granting you powers far beyond those of the average warrior. Select one of the options as your rage begins, receiving its benefits throughout the rage.
- Plane of Air : As your eyes surge with ancient storms, you gain resistance to lightning damage. In addition, torrential wind around you causes ranged attacks have disadvantage against you, and the area within 5 feet of you is difficult terrain.
- Plane of Earth : Crystals rapidly grow across you, and your voice is the rumbling of mountains. You gain resistance to thunder and acid damage. In addition, when you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to neither be moved nor knocked prone.
- Plane of Fire : The air around you smells of brimstone and your skin glows molten red. You gain resistance to fire damage. In addition, your weapon attacks deal an extra 1d4 points of fire damage.
- Plane of Water : The smell of salt and the caws of gulls fill the area, and you gain resistance to cold damage. In addition, you gain a swim speed equal to your walking speed, can breathe underwater, and cannot be grappled or restrained throughout your rage.
Pierce the Veil
At 10th level, you can open your eyes and ears to all the knowledge the cosmos has to offer, either picking choice pieces or letting it pass through you in a brief instant. You may cast the divination without using a spell slot or material components. The answer to the spell comes from a being associated with one of the Planes you invoked during your previous rage. Alternatively, as a bonus action, you can gain the effects of the foresight spell until the end of your next turn as you wrench the cosmic charts into alignment for one brief moment. After the effect ends, you suffer one level of exhaustion.
Once you cast either spell with this feature, it cannot be used again until you finish a long rest.
Universal Fury
At 14th level, your rage suffuses you with the powers of the Outer Planes, places of the purest essences of the prime ideals of the cosmos. When you begin your rage, you may select one Outer Plane, gaining its benefits throughout your rage, in addition to your Inner Anchor and Elemental Vessel Choices.
- Mount Celestia : A halo appears above your head and your eyes shine like pools of gold. You have truesight to a range of 60 feet, and regain hit points equal to half your barbarian level if you are below half your maximum and not incapacitated.
- Arborea : A wreath of flowers circles your head, and the roars of the wild fill the air. Your speed and jump distances are doubled, and your weapon attacks deal an extra damage dice.
- The Nine Hells : Infernal runes etch themselves into a ring around your head and the screams of the damned ring out. You have advantage on Wisdom, Intelligence, and Charisma saving throws.
- The Abyss : A crown of iron shards protrude from your head and the earth rumbles as you walk. When you make the Attack action, you may make an additional weapon attack as part of that action.
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