Path of the Elements (5e Subclass)

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Path of the Elements

Anger and passion are both strong emotions that can guide a Barbarian through their Rage to give them strength and power but there is only so much that your own emotions can get you. Some put their trust in otherworldly powers and those that take this path put their trust in the elements to guide them on this path. The four elements of fire, water, earth and air are what defines a Barbarian on this path as they aren't forced to focus on just one but rather they are offered gifts by all four elements to help the Barbarian best choose for themselves.

The Path of the Elements isn't for all though as while the elements are very much a clear force in the world that can be seen they are nothing like a deity or fiend that can be interacted with in a conversation. Those that follow this path act more on signs that they see or hear around them, letting the nature of elements guide their actions and making sense of the slightest gust of breeze as a direction or the ripples of water as a sign to rest there.


Elemental Adept

At 3rd level, when you adopt this path, your bond with the elemental planes allow you to harness its power. You can choose to gain power from one of the elemental planes. Choose one of the following options:

Air: Your movement speed increases by 10 feet, and you can take the Dash action as a Bonus Action instead.

Earth: You gain a +2 bonus to your AC.

Water: You gain a +3 bonus to your saving throws.

Fire: Any weapon you hold is ignited in flames. When you hit with a melee weapon attack, you deal an extra 1d6 fire damage.


Elemental Conduit

Beginning at 6th level, you choose one additional elemental enhancement, you gain one of the following elemental benefits:

Air: When you enter Rage, you gain a fly speed equal to your walking speed, and gain resistance to Lightning damage.

Earth: When you enter Rage, you gain tremorsense for a range of 20ft, and gain resistance to Poison damage.

Water: When you enter Rage, you gain a swim speed equal to your walking speed, can breathe air or water, and gain resistance to Cold damage.

Fire: While you're raging, you leave a trail of flames behind you as you move until you the start of your next turn. Any creature that goes through the flames takes 1d8 points of Fire damage. Additionally you gain resistance to Fire damage.


Elemental Aura

At 10th level, you project an aura around yourself with the effect being dependant on which element you are exuding. You gain one of the following elemental benefits:

Air: When you enter rage, you create a 10ft radius sphere around yourself as lightning and clouds swirl around your body. This 10ft radius acts as difficult terrain to all other creatures within it. When a creature ends its turn within the sphere around you, they take 5 Lightning or Thunder damage (Your choice).

Earth: While you're raging, your stead fast presence emboldens your allies. Allies within 10ft of you gain the same resistances as you do.

Water: While you're raging, you exude restorative vapours around you. At the end of your turn you and allies within 10ft of you regain hit points equal to 1d8 + your Con modifier.

Fire: When you enter rage, you ignite your body in flames that flicker across your form. When you are hit with a melee attack, the attacker takes 1d10 fire damage.


Elemental Mastery

At 14th level you have become so connected to the elements that you have learnt to fully control the powers given to you and use much more advanced techniques. You gain one of the following elemental benefits:

Storm: Once per turn while you're raging, when you hit an enemy with a melee attack you can chain lightning off that enemy to up to three other enemies within 30ft of the original target. Make an additional attack for each other enemy that is being targeted and roll the damage for your weapon, however all the damage is now considered lightning damage.

Volcano: While you're raging, you can sacrifice up to twenty points of health and add it to your next damage roll. This ability can be used a number of times equal to half your proficiency bonus rounded up and recharges on a long rest. You also can't be moved by other forces other than yourself.

Balance: When you go into a rage, you gain the ability to connect to those around you on a more deeper level. The state of Balance lasts for three minutes, in this time you can use your reaction to target one creature within 30ft of you that is the target of an attack or spell. Split any damage the target takes and take half of the damage yourself.

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