Path of the Elemental Planes

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Primal Path

Path of Elemental Fury

The Path of Elemental Fury is walked by those who have learned how to use their rage to tap into the near limitless power of the elemental planes. Through their clan's shamans, their own journey of discovery, or even by accident, they have learned how to attune themselves and use their own bodies as a conduit of the elements. Though this method offers great strength it also comes as a cost to one's own body.

Elemental Attunement

At 3rd level, you are able to attune to one of the elemental planes in the Elemental Attunement Table. When you hit with a melee weapon attack you can choose to deal an extra 1d4 damage of your attunement type. You can do this a number of times equal to your constitution modifier. When you roll a 20 on an attack roll you can deal this damage without expending a charge. You regain all expended uses at the end of a long rest. The damage increases as you gain levels in this class: 1d6 at 5th level, 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

If any of your attunement effects require a saving throw the DC equals 8 + your proficiency bonus + your Constitution modifier. You are able to change your attunement at the end of a long rest.

Elemental Attunement Table
Attunement Damage Type
Plane of Air Lightning
Plane of Earth Acid
Plane of Fire Fire
Plane of Water Cold

You also learn two of the following cantrips: control flames, gust, mold earth, or shape water. Constitution is your spellcasting ability for these spells. You learn two additional cantrips from this list at 6th level.

Forced Attunement

At 6th level, you can change your attunement forcefully, but at the cost of causing an elemental surge. As a bonus action, you can change to a different attunement. You take 2d10 force damage (this damage cannot be reduced) and all creatures within 10ft of you must make a Dexterity saving throw as elemental energy explodes from you. A creature takes 2d10 attunement type damage on a failed save, or half as much damage on a successful one.

The damage you cause increases to 3d10 at 10th level, 4d10 at 15th level, and 5d10 at 20th level.

Positive Energy Infusion

At 10th level, your connection to the planes allows you to recover faster by drawing carefully upon the Positive Energy Plane. At the end of a short rest you regain a number of hit points equal to your barbarian level x 2. You can use this ability 3 times. You regain all uses when you finish a long rest.

Greater Form

At 10th level, you take on a terrifying form when raging, manifesting fearsome features from the elements as bright energy swirls around you. You have advantage on intimidation checks to frighten enemies. You also gain special features depending on your current attunement.

Plane of Fire. Your movement speed increases to 60 feet. An aura of heat surrounds you and when a creature attacks you they take damage equal to half of your barbarian level.

Plane of Air. You gain a flying speed of 30 feet. As a bonus action, you can target one creature, within 30 feet that you can see, and attempt to knock them prone with a powerful gale. The target must succeed on a Strength saving throw or be knocked prone.

Plane of Water. You gain a swimming speed of 30 feet and can breath underwater. As a bonus action, you can attempt to freeze an enemy within 30 feet that you can see in place. The target must succeed on a Dexterity saving throw or be frozen to the ground as ice surrounds them, making their movement speed 0 until the start of your next turn.

Plane of Earth. You are able to move across difficult terrain made of earth or stone without spending extra movement. You can pass through solid earth or stone as if it were air, but you can't end your movement inside the solid earth or stone, otherwise you are ejected to the nearest unoccupied space and stunned until the end of your next turn.

Unbound Attunement

At 14th level, once per rage, you can open yourself fully to the energy of the elemental planes. As a bonus action, you gain resistance to all incoming damage and have advantage on all saving throws as your body is suffused and burns with unbound energy.

While this ability is active, you take 2d10 force damage at the end of each of your turns (this damage cannot be reduced). As an action you can end this effect. When you end this effect all creatures within 10 feet of you must make a Constitution saving throw as elemental energy is released from you. On a failed save, a creature takes 4d10 force damage and is stunned until the end of your next turn. On a sucessful save they only take half the damage and are not stunned.

Created by Ether3al3
Artwork: Ice Warrior by conorburkeart
Image Blending: Background Templates by AeronDrake

 

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