Elemental Barbarian (5e Class)
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One not to be reckoned with[edit]
Please read the discussion,The Satyr wildly throwing attack after attack as the elf isn't fazed but is growing angry after every attack till the elf is in a frenzy, the elf sword glows and throws multiple chain attacks at the satyr, the satyr not expecting this get brutalized and drops dead staying their lifelessly.
Creating an Elemental Barbarian[edit]
When you think of how your character becomes what they are, did an experiment go wrong? did you become one with the elements after hard training of the mind and body to prepare for a ritual?
- Quick Build
You can make an Elemental Barbarian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier's background. Third, choose any equipment of your choice
Class Features
As a Elemental Barbarian you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Elemental Barbarian level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Elemental Barbarian level after 1st
- Proficiencies
Armor: medium
Weapons: simple
Tools: any of 1
Saving Throws: Strength, Constitution
Skills: chosse two of four: acrobatics, intimidation, insight, perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) explorers pack or (b) dungeoneer pack
- (a) 2 axes or (b) any simple weapon
- If you are using starting wealth, you have 2d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | |
---|---|---|---|
1st | +2 | Rage | 0 |
2nd | +2 | Elemenbar Points | 2 |
3rd | +2 | Path of the Elements | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack, Rock Solid | 5 |
6th | +3 | Path of the Elements Feature, Elemental Grab | 6 |
7th | +3 | Wind Warning, Aware | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Ring Of Fire | 9 |
10th | +4 | Barrage Of Spikes | 10 |
11th | +4 | Path of the Elements Feature, Elemental Protection | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Wind Eyes | 13 |
14th | +5 | Elemental Mix | 14 |
15th | +5 | Ball Of Elements | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Path of the Elements Feature | 17 |
18th | +6 | Water Waves | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Elemental Restart | 20 |
Rage[edit]
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 of 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.
Elemenbar Points[edit]
Starting at 2nd level your elements allow you to use their powers, these represent the amount features you can use for the day, these points are shown on the elemenbar table and the points increase the more levels you have,you can gain elemenbar points by taking a short or long rest or stand/sit/lay down in a motionless state for 30 minutes, also every ability besides Elemental Glow, that costs a bonus action.
You start by knowing three elemental features: Elemental Glow, Rock Throw and Rapid Stream.
- Elemental Glow
You can spend 1 elemenbar point to make your weapon glow one of the colors of the 4 elements, roll a 1d4 to decide the element each use, 1 is fire 2 is water (use cold damage) 3 is earth (use bludgeoning damage) 4 is air (use force damage) whatever element you rolled add a 1d4 (whatever element you rolled) to your damage dice. (The damage increases on levels 5th, (2d4) 8th, (1d6) 14th, (2d8) then 18th (1d10)
- Rock Throw
You can spend 1 elemenbar point to create a small bolder in your hands and throw it, the target must make a dc 12 dexterity saving throw on a fail, the target takes 2d4 bludgeoning damage and falls prone on a success, the target dodges out of the way.
- Rapid Stream
You can spend 1 elemenbar points to create a rapid stream from your hands producing 1 gallon of water, it can shoot 10 ft long and 5ft wide, and the target must roll a dc 14 dexterity on a fail, the target gets blasted 10 ft away and takes 1d6 force damage and 1d4 cold damage on a success, the target dodges out of the way. (the damage increases by 1d8 on levels 6,9,12,and 16.)
Path Of The Elements[edit]
At 3rd level, you choose a Path Choose between Path of the fire, Path of the water, Path of the earth, Path of the air, all detailed at the end of the class description. Your choice grants you features at the 3rd level and again at the 6th, 11th, and then at the 17th level
Ability Score Improvement[edit]
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[edit]
Starting at 5th level you gain an extra attack as the elements sharpen your skill
Rock Solid[edit]
The power of the elemental earth protects you, starting at the 5th level, for an action you can spend 3 elemenbar points to become rock solid, your ac increases by +3 for 1 minute
Elemental Grab[edit]
Starting at level 6 you can spend 3 elemenbar points to use the power of the elements to tie the target up, the target must success on a dc 16 strength saving throw on a fail, the target is tied by rock and clay for 1d4+1 rounds, the target can reroll on ever round they are trapped,on a success, the target dodges out of the way.
Wind Warning[edit]
Starting at 7th every time you are near a trap within 30 ft of wind that only the elemental barbarian can feel, the wind blows enough that the person can feel it and even indoors the user will feel the wind constantly blowing until the elemental barbarian gets away from the 30ft range.
Aware[edit]
Starting at 7th level you have advantage on initiative rolls as the elements hone your Sense
Fire Ring[edit]
Starting level 9th level you can spend 4 elemenbar points to summon a ring of fire and is as huge or small as the creatures size and closes in on them, the target must succeed on a dc 17 dexterity saving throw on a fail, they take 3d8 fire damage as the ring closes on the target, they also deal damage from the fire condition for a minute each round they burn they take 2d4 fire damage, on a success, the target dodges out of the way.
Barrage Of Spikes[edit]
Starting at 10th level you can spent 4 elemenbar points to send a barrage of spikes as you use the earths ground to create spikes, the target must make a dc 17 dexterity saving throw on a fail, the target takes 5d8 piercing damage as the spikes pierce the targets body,on a success, the target deals half damage.
Elemental Protection[edit]
Starting at 11th level,The elements protect you against their elements, you have resistance against fire,force,cold,and piercing damage.
Wind Eyes[edit]
Starting at level 14, the element, wind guide your eyes, you have advantage on perception and investigation checks.
Elemental Mix[edit]
Starting at 14th level, you can spend 7 elemenbar points and can create a mass mixture of the four elements in a 20 ft line, anyone in the range must make a dc 19 dexterity saving throw, on a fail, the target takes 2d8 force damage,1d8 cold damage,1d8 bludgeoning damage, and 2d8 fire damage, on a success, the target takes half as much damage.
Ball Of The Elements[edit]
starting at level 15th, you can spend 10 elemenbar points to make a huge ball of a mixture of air,earth,fire,water and can bring it down onto targets in a 60 ft range, a target must make a dc 19 dexterity saving throw on a fail, the target takes 4d12 and has a blast radius of 10 ft on a success, the target takes half as much.
Water Waves[edit]
Starting at level 18th, you can spend 8 elemenbar points to conjure a 30 ft high and 40 ft wide, this wave does not effect you and teammates when you send down a wave, anyone in the zone of the waves must make at dc 19 dexterity saving throw on a fail, the waves crash down on the target and the target takes 3d10 force damage on a success, the target take half as much.
Elemental Restart[edit]
Starting at level 20th you can choose to reroll twice on any failed rolls. (you can use this again after 1 week worth of long rests)
Path of the Elements[edit]
Path of the Air[edit]
<!-Introduce this subclass here-> This path focuses on getting advantages and mobility for teammates and yourself
- Air Boost
<!-Class feature game rule information-> Starting a 3rd level, you can spend 3 elemenbar points to give you and 2 selected teammates to have their speed doubled for 5 rounds for the air gives allies a hastful boost.
- Wind Boost
<!-Class feature game rule information-> Starting a 6th level, you can spend 4 elemenbar points to make you and 3 allies have advanage on attacking for 1d4+1 rounds
- Terrible Winds
<!-Class feature game rule information-> Starting at 11th level you can spend 5 elemenbar point to command the wind and give 5 creatures you see disadvantage on checks,saving throws and attacks for 5 rounds.
- Wind Wings
<!-Class feature game rule information-> Starting at 17th level you can spend 6 elemenbar points to give you and 3 allies the ability to fly for 10 rounds, the you fly speed is equivalent to your speed when on the ground.
Path Of The Earth[edit]
<!-Introduce this subclass here-> This path focuses on targets gaining a disadvantage for you to get an upper hand
- Bowling Rock
<!-Class feature game rule information-> Starting at 3rd level you can spend 2 elemenbar points to create 1 rock made into a small bowling ball, this ball can roll in a 20 ft range and once you have chose your desired target the target, must make a dc 13 dexterity saving throw, on a fail, the target takes 1d6 bludgeoning damage and fall prone, on a success, the target dodges out of the way.
- Earths Thorny Roots
<!-Class feature game rule information-> Starting at 6th level you can spend 3 elemenbar points to trap a target, a target you can see within a 40 ft range can be trapped, when you have chosen your target the target must make a dc 17 dexterity saving throw, on a fail, the target gets grabbed as the thorns tighten around the victim they take 2d8 piercing damage and take 1d8 piercing damage each round they are grabbed, roll a 1d6+1 to find how long they are grabbed, on a success, the target dodges out of the way.
- Rocky Terrain
<!-Class feature game rule information-> Starting at 11th level you can spend 5 elemenbar points to make a range of 60 ft, centered on you, rumble and become shaky, any target beside the user and their allies, has their movement speed halved for it is now difficult terrain and targets have disadvantage on saving throws, checks and attack rolls for 10 rounds
- Nature Fog
<!-Class feature game rule information-> Starting at 17th level you can spend 7 elemenbar points to create a fog you and your allies can see in but the targets in the range don't, the user can use this ability in a 120 ft range once casted the fog begins to expand in a 50 ft range and all targets in the range have disadvantage on saving throws, checks and attack rolls for 15 rounds.
Path Of The Fire[edit]
<!-For subclasses introduce this class option here-> This path focuses on damage on one or more targets
- Fire Hands
<!-Class feature game rule information-> Starting at level 3, you can spend 2 elemenbar points to make your hands on fire, (the fire does not burn ones hands) for 5 rounds,when you make a attack, you can use your bonus action to make a unarmed attack, (kinda like unarmed strike) if succeed you hit the target for 1d4 fire damage.
- Fire Ball
<!-Class feature game rule information-> Starting at 6th level you can use the cantrip,fireball twice a day
- fire Breath
<!-Class feature game rule information-> Starting at level 11th you can spend 5 elemenbar points and you now can produce flames out of your mouth for 10 rounds, and targets in a 15 ft cone must make a dc 18 constitution saving throw, on a fail the target takes 3d8 fire damage and deal with its condition for 10 rounds, the condition is 1d4 rounds on of each turn, on a success, they take half as much and don't deal the condition damage.
- Mass Mini Bolts
<!-Class feature game rule information-> Starting at level 17th you can spend 7 elemenbar points and produce what seems to be massive amounts of mini balls of fire, a target within 60 ft excluding your allies, the targets must make a dc 19 constitution saving throw, on a fail, they targets take 7d8 fire damage as the balls of fire rain down, on a success, the target deals half as much damage.
Path Of The Water[edit]
<!-Introduce this subclass here-> This focuses on defense for yourself
- Water Cover
<!-Class feature game rule information-> Starting at level 3rd you can spend 2 elemenbar points to summon 3 medium sized covers in a range of 30 ft this cover counts as half cover and you can see through it also it stays for 1d4+1 rounds.
- Protection
<!-Class feature game rule information-> Starting at level 6th you can spend 4 elemenbar points and have resistance on force,cold,physic,posion and its condition,acid for 1d10 rounds, for the water protects you
- Water Shield
<!-Class feature game rule information-> Starting at level 11th you can spend 5 elemenbar points, as a reaction, you shield yourself from damage, depending on the CR depends on how bad the difficulty is to shield yourself from the damage, if the CR is a 3 and under you shield yourself by beating a CR or lower by using a d20 dice and beating it example: i roll a 3 i fail, i take full damage, i roll a 15 i beat the CR and block all damage.
- Damage Deflect
<!-Class feature game rule information-> Starting at level 17th you can spend 7 elemenbar points, as a reaction, to deflect some damage, when being hit, if you use this ability, roll a percentile dice whatever percent you get, you block that percent of damage but if the percent is a 51% or higher they block 50% damage also if you get a 1%, the percental block, goes down to 5% example: i get a 1% i block 1% damage but now if i roll a 50% the damage blocking goes down to 45%, The percent can go down to 30% then it will reset but permanently cap out at 45%.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Elemental Barbarian class, you must meet these prerequisites: Must be level 3
Proficiencies. When you multiclass into the Elemental Barbarian class, you gain the following proficiencies: Simple weapons and perception
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