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Elemental Wrath - Barbarian Path

Those who walk the Path of the Elemental Wrath harness the primal powers of Varoc, God of Matter & Element. They channel the raw energy of earth, fire, water, and air into their rage, fusing their battle prowess with the chaotic might of the elements. These warriors are often seen as a force of nature itself, with each blow embodying the wrath of the elemental realm. Their bond with Varoc requires an unwavering belief in one of his religions: Angshire Spirits or Varocism, as their power is drawn directly from this divine connection.   As an Elemental Wrath barbarian, your rage is more than just a surge of adrenaline. It's an elemental tempest, a maelstrom of nature's fury. The roaring fire, the crushing earth, the slicing winds, and the overwhelming waves – they all resonate within you, waiting for release. Choose your element, and let the world tremble before your wrath.  

Elemental Affinity

At 3rd level, when you adopt this path, you choose an elemental affinity: Earth, Fire, Water, or Air. Your choice dictates the effects of your rage and grants you additional features at higher levels. At 6th level, you can choose an additional affinity, at 10th level another one, and at 14th level, you gain the benefits of all affinities, You can choose only one element from each ability per turn.  

Elemental Rage

Starting at 3rd level, when you enter a rage, you can choose to invoke the power of any of your elemental affinities, granting you unique effects:  
  • Earth: Your skin becomes stone-like. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Fire: Flames envelop you. Each creature within 5 feet of you when you rage, when they start their turn within range, or those that enter it, takes fire damage equal to half your barbarian level. This radius increases to 10 feet at 10th level and 15 feet at 15th level.
  • Water: Your form becomes fluid-like, making you elusive and adaptable. Opportunity attacks against you have disadvantage. You can move through the space of any creature. Moreover, whenever a creature misses you with a melee attack, the attacker must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be pushed back 10 feet as a torrent of water surges from you.
  • Air: Winds swirl around you. Ranged weapon attacks against you have disadvantage, and your jump height and distance are doubled.
  • Elemental Strike

    At 6th level, once during each of your turns when you hit a creature with a melee weapon attack, you can channel any of your elemental affinities to deal an extra 1d6 damage of a type determined by your affinity: bludgeoning (Earth), fire (Fire), cold (Water), or lightning (Air). This damage increases to 2d6 at 14th level.  

    Elemental Resilience

    At 10th level, your connection to your elemental affinities deepen:
  • Earth: Your skin becomes as tough as the bedrock. You gain resistance to force damage and cannot be knocked prone.
  • Fire: You become immune to fire damage and gain resistance to cold damage.
  • Water: You can breathe underwater, gain a swim speed equal to twice your walking speed, and can freely pass through any body of water as if it was a portal, emerging from another body of water within 200 feet.
  • Air: You gain a flying speed of 30 feet. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Primal Element Fury

    At 14th level, when you are raging, you can unleash the full might of your choosen elemental affinity as an action. Once used, you can't use this feature again until you finish a long rest:  
  • Earth: The ground in a 20-foot radius around you becomes difficult terrain for your enemies. Each creature on the ground in that area must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be restrained until your rage ends.
  • Fire: Flames roar out from you in a 30-foot cone. Each creature in that area must make a Dexterity saving throw (DC as above) or take fire damage equal to your barbarian level + your Constitution modifier.
  • Water: A tidal wave crashes forward in a 30-foot cone. Each creature in that area must make a Strength saving throw (DC as above) or be knocked prone and take cold damage equal to half your barbarian level.
  • Air: A vortex of wind pulls in creatures within 30 feet of you. Each creature in that area must make a Strength saving throw (DC as above) or be pulled up to 10 feet towards you and be knocked prone.

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