Remove these ads. Join the Worldbuilders Guild

Barbarian Path of the Elements


Hit Points

Hit Dice: d12 per Barbarian Path of the Elements level
Hit Points at first Level: 12 + Consitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose from Animal Handeling, Athletics, Intimidation, Nature, Perception and Survival

Class Features

RAGE In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: • You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table. • You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. UNARMORED DEFENSE While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. RECKLESS ATTACK Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. DANGER SENSE At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. PRIMAL PATH At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. FAST MOVEMENT Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. FERAL INSTINCT By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. BRUTAL CRITICAL Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. RELENTLESS RAGE Starting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. PERSISTENT RAGE Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. INDOMITABLE MIGHT Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total. PRIMAL CHAMPION At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

You start with the following equipment in addition to the equipment granted by your background (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) and simple weapon an explorers pack and for javelins


Subclass Options

Path of the Elements "Maybe your irelacing comes from rage and you just don't have enough anger to fuel it the way you used to."   The Path of the Elements is one of contrast. Rage and serenity. Light and dark. Yin and yang. Those who follow this path learn to unlock their own lacing potential, expertly interspersing weapon attacks with elemental might.   Most barbarian tribes become afiliated with a single element, and lacers of its type appear in their number. No one can really explain this exclusivity, but tribes become iercely territorial of their elemental powers. Lacing is seen as a divine gift, passed down from fallen comrades who have gone on to the Spirit World.   Chosen Element As a lacer, you have the supernatural ability to manipulate your element. When you choose this path at 3rd level, you must choose an element: ire, air, water, or earth. From that point on, you are a irelacer, airlacer, waterlacer, or earthlacer. You can never take another element, even if you later get to choose again.   Basic Lacing. You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing). You cannot use these abilities while raging.   Elemental Fury Also at 3rd level, your rage unleashes elemental fury in you. The fury extends 10 feet from you in every direction, but not through total cover. Your fury causes your element to swirl around you, battering your foes. It activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Each turn your fury is active, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw (DC equal to 8 + your proiciency bonus + your Constitution modiier). The target takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.   Boon of the Elements Beginning at 6th level, you gain a boon that activates any time you rage. These boons are different, depending on your element. Fire. A creature that moves within 5 feet of you for the irst time on a turn or starts its turn there takes 1d6 ire damage. Air. Your jump distance is doubled, and falling damage is reduced by an amount equal to ive times your barbarian level. Water. When you initiate a rage, you gain a number of temporary hit points equal to your Wisdom modiier + your barbarian level. Any remaining temporary hit points are lost when your rage ends. Earth. You are unaffected by dificult terrain, and gain tremorsense to a range of 10 feet. You gain the ability to move along vertical surfaces and ceilings made of earth or stone while leaving your hands free. You also gain a climbing speed equal to your walking speed. One with Nature At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual creature appears to you to convey the information you seek.   SpiritualMight Starting at 14th level, you gain a number of abilities any time you rage. Fire. You are immune to ire damage and have resistance to cold damage. When you take damage from a creature that is within 5 feet of you, you can use your reaction to activate your Elemental Fury against that creature. Air. Your speed is increased by 20 feet. When you make a successful attack against a creature, you can choose to blast the target with air. The target is pushed 10 feet away from you. Water. You are immune to cold damage and have resistance to ire damage. You gain a swim speed of 30 feet. In addition, if you miss a creature with an attack, you can immediately make another attack against the same creature as part of the same attack. Once you use this ability, you can't do so against until the beginning of your next turn. Earth. You gain a burrow speed of 20 feet, and your tremorsense increases to a range of 30 feet. In addition, the ground in a 10-foot radius around you ruptures and is dificult terrain for creatures other than you. The radius moves with you, and any area you leave returns to normal.
 


Created by

paradisetheguy.

Statblock Type

Class Features

Link/Embed