Barbarian - Path of the Titans

by RyRiann

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Barbarian - Path of the Titans

Description

Followers of the Eidolons, Barbarians of the Path of the Titans use the remaining powers of Nature and the Primordial Titans to empower themselves during battles.

They are considered as some of the most dangerous and unpredictable forms of Barbarians on the surface of Exandria.

Credits


This was designed as Yle's special gift.

Art by Kent Davis (Website)

Websites used: DND Wiki, Roll20, GM Binder, PostImage and DND Beyond

Thanks to Mr_Jyggalag for the theme.

Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free for everyone to enjoy.

Barbarian - Path of the Titan by Ry'Riann
Barbarian - Path of the Titan by Ry'Riann

Gameplay

Essence of the Primordial Titans

When you choose this path at 3rd level, when you enter in your rage, you let the afterglow of the Titans' magical essence fuels your body and mind, allowing you to unleash the Primordials energies on your enemies.

When you enter your rage, roll 1d4 to determine which Primordial Energy you fuel yourself with. Check the Primordial Energy table to determine the effect produced.

  • Your Features Abilities save DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Your Features Abilities attack save DC equals your proficiency bonus + your Constitution modifier.

Moreover, abilities from this subclass's features have their own Scaling.

  • Scaling. Starting by being 1d4 at the 3rd level, it increases to 1d6 at the 6th level, to 1d8 at the 10th level, and to 1d12 at the 14th level.

Surge of Elements

Starting at 6th level, when you are deep within your rage, you can let this energy out to activate special Surges of energy.

As an action, while you are raging, you can activate the surge of your choice from the Surges of Elements Table. You can activate this feature only once per turn.

You can use this feature a number of time equal to your proficiency bonus + half of your level in Barbarian, and you regain all expended uses when you finish a long rest. The abilities Scale.

Upon reaching the 10th level, you gain access to Ultimate Surges. Ultimate Surges are stronger abilities, specific to the type of combination you are currently using. The Ultimate Surge feature can be used only once per short rest.

Look at the Ultimate Surges Table to see the effects of the one you can use, depending on your Elemental Combination (see the Elemental Combination Table). Those surges can be actions, bonus actions or reactions.

Primordial Essence table

1D4 Type Effects
1 Fire: Your body becomes terribly burning hot. Upon being hit in melee range, every creature within a 10ft radius must succeed on a Dexterity saving throw or suffer Scaling fire damage. You also become resistant to fire damage.
2 Water: Water envelopes your weapon. The first attack you deliver per turn deals Scaling bonus slashing damage, you then regain half of the amount dealt as hit points.
3 Air: Winds starts to pick up around you. Once per turn per target, the first attack against you or an ally within 10ft of you has a Scaling minus to hit. If the attack still lands, all its damage is halved.
4 Earth: Your body hardens like rock. When you make a reckless attack, earth and stone protect your body from incoming harm, giving you 1 x Scaling temporary hit points (max 12), and increasing your AC by 1d4 until the start of your next turn.

Surges of Elements Table

Surge's Name Effects
Pillar of Fire: You target a creature within 15ft of you, as a 15ft-high pillar of fire erupts from the ground. Every creature within 10ft of it has to make a Dexterity saving throw. All creatures within the area take 2 x Scaling fire damage on a fail, or half as much on a success.
Water Blade: You make make a melee weapon attack on a target within range, your attack deals 2 x your Scaling as bonus slashing damage, and your most hurt ally within 15ft of you is healed of half the damage.
Wind-Nova: A nova of wind explodes in a 30ft-sphere around you. Every creature within the area has to make a Constitution saving throw. On a failed save, they are pushed 30ft back and take 2 x Scaling force damage, or half (push/damage) as much on a save.
Earthquake: You cause the ground to rumble, each creature within a 30ft-circle around you must succeed on a Dexterity saving throw or be knocked prone on the ground. If a creature falls prone from this Surge, you gain 1 x Scaling temporary Hit Points.
Barbarian - Path of the Titan by Ry'Riann

Elemental Fusion

Starting at 10th level, when you are raging, as a bonus action, you can accumulate a 2nd Primordial Essence, fusing the two essence to create an even stronger Essence.

The new effect replaces the previous Primordial Essence effect. However, you can use the Elemental Surge from both of the elements rolled, and gain access to newly powerful surges, according to the correct Elemental Combination.

Magical Prowess

Starting at 14th level, when you roll on the Primordial Essence Table, you can roll the dice twice and, if the numbers are different, you can pick the result of your choice.

Additionally, the first rage you do in a battle can be done as a free action instead of a bonus action. You cannot rage twice in the same turn.

Ultimate Surges Table

Elemental Combination Surge's Name Ultimate Surges Effect(s)
Cinder Emperor's Fury: If you drop to 0 hit points while you're raging and don't die outright, as a Reaction, you can make a melee weapon attack to the closest target from you. The attack deals an additional 5 x Scaling fire damage, and you regain half the amount of fire damage dealt as hit points.
Ice Frostfell's Heart: As a bonus action, you conjure an orb of Ice and Water that floats 10ft atop of you. At the end of your next turn, the orb explodes in a 30ft-sphere radius. Enemy creatures within the area must succeed on a Dexterity saving throw or suffer 4 x Scaling cold damage, they take half as much on a success. Allies, you included, regain half of the amount of damage dealt by this ability as hit points (max 30 per ally).
Tempest Second Wind: As an action, you summon from thin air an Air Elemental within 30ft of you. It shares the same initiative as you, understands you and obey all of your commands. If the Air Elemental is within 30ft of you, your Elemental Combination also affects the 15ft radius around it.
Metal Empress's Gift: As a bonus action, the layer of metal shatter, exploding in a 15ft-sphere radius around you, you lose all of your temporary hit points. Enemy creatures within 15ft of you must succeed on a Dexterity saving throw or suffer 3 x Scaling (+ half of your total of temporary hit points lost) piercing damage, they take half as much on a success. Allies gain half of the amount of temporary hit points lost by you with this ability as temporary hit points.
Vapor Explosion of Steam: As an action, a geyser activates 30ft of you to open as a caustically burning geyser erupts from the ground. For the next 1d6+4 rounds, the geyser erupts every 1d4 round. Each creature within 30ft of the geyser when you activate this ability and when the geyser erupts has to make a Dexterity saving throw. On a failed saving throw, they take 2 x Scaling acid damage and their AC is lowered by 1d4 for 1 turn., or half as much on a success.
Smoke Dome of Smoke As an action, you conjure an heavy and toxic fog of smoke that grows of 15ft-sphere per round, to a maximum of 90ft. Every creature other than you that walks, finishes or starts its turn within the fog suffers 1 x Scaling poison damage and has to succeed on a Constitution saving throw or be blinded for one turn & poisoned for one hour.
Magma Earth's Bleeding: As an action, the ground cracks within 30ft of you, and open as lava burst from the ground in a 30ft-long for 10ft-wide line. Lava expends by 10ft at the end of each round. A creature that walks, finishes or starts within 10ft of the lava has to make a dexterity saving throw. On a failed save, they take 2 x scaling fire damage, half as much on a success. On a fail, they also end up with a burn, which deals 1 x scaling fire damage at the end of their next 1d4 turns.
Nature Nature's Rage: As an action, you summon a Shambling Mound within 15ft of you. It shares the same initiative as you, understands you and obey all of your commands. If the Shambling Mound is within 30ft of you, your Elemental Combination also affects the 15ft radius around it.
Dust Sand Hurricane: As an action, you conjure powerful hurricane of sand that grows of 10ft per round, to a maximum of 60ft. Every creature other than you that walks, finishes or starts its turn within the hurricane suffers 1 x Scaling slashing damage and has to succeed on a Constitution saving throw or be blinded & deafened until they finish a turn outside of the Sandstorm.
Storm Undying Thunder: If you drop to 0 hit points while you're raging and don't die outright, a Thunderbolt falls from the sky on you. Every creature within 15ft of you has to make a Constitution saving throw. On a failed save, a target takes 3 x Scaling thunder + 3 x Scaling force damage, is pushed 30ft back, and is blinded and incapacitated until the end of its next turn. For the next 1d4 rounds, you cannot be brought under 1 hit point nor stunned while you are raging.
Barbarian - Path of the Titan by Ry'Riann

Elemental Combination Table

Elements Result New Essence Effects
Fire + Fire: Cinder Your body ignites and cinder falls all around you. Upon being hit in melee range or when you make a melee weapon attack, every creature within a 10ft-circle radius of you must succeed on a Dexterity saving throw or suffer 2 x Scaling fire damage, or half as much on a successful save. This explosion also ignites any inflammable object within the area. You also become Immune to fire damage, and, upon being subjected to fire damage (except from yourself), you regain a number of hit points equal to the amount of fire damage dealt.
Water + Water: Ice A cold mist grows around you and snow starts to fall from the sky. Any liquid in a 10ft-circle around you magically freezes. Once per target, per turn, the first attack you deliver to a target deals 2 x Scaling cold damage and reduce their speed by 20, you then regain half of the amount dealt as hit points. You also become Immune to cold damage, and, upon being subjected to cold damage (except from yourself), you regain a number of hit points equal to the amount of cold damage dealt.
Air + Air: Tempest A tempest of wind and lighting gathers around you. When you or an ally within 15ft of you is being attacked by a range weapon attack, the attack has a Scaling minus to hit and, if the attack, is lower than your Features Abilities attack save DC, the attack is reflected towards the attacker as a lightning bolt, dealing 3 x Scaling lighting damage to them. You also become Immune to lighting damage, and, upon being subjected to lightning damage (except from yourself), you regain a number of hit points equal to the amount of lightning damage dealt.
Earth + Earth: Metal Spikes of metals emerges from your body. When you make a reckless attack, metals and rocks protect your body from incoming harm, giving you 2 x Scaling temporary hit points (max 24), and increasing your AC by 1d8 until the start of your next turn. As long as you have Temporary hit points, all incoming damages are halved, and when a creature makes a melee weapon attack against you, it takes 1 x Scaling piercing damage. You also become immune to Poison damage.
Fire + Water: Vapor Caustic steam emanates from you, creating a fog of steam of 15ft-sphere radius around you. Any creature penetrating the vapor has a minus 1d6 to their AC until they end one turn outside of it. When a target ends or begins its turn within the caustic fog, they suffer 2 x Scaling acid damage, or half as much on a successful save. You also become immune to acid, fire & poison damage.
Fire + Air: Smoke An heavy fog of smoke pours from your body which becomes blurry and almost intangible. You can enter any creature's space and stop there, and you can move through spaces as narrow as one inch wide without squeezing. When you are in a creature's space, it must succeed on a Constitution saving throw. On a failed save, it becomes blinded until the end of its next turn, poisoned for the next hour and suffer 2 x Scaling poison damage. You are immune to poison damage, being blinded, and weapon attacks from non-magical weapons are at disadvantage against you.
Earth + Fire: Magma Your body is covered by a incandescent layer of lava. Your AC augments by 1d6, and you have 30ft of tremorsense (if you don't already have it). When attacking a target, you ignore all temporary hit points or bonus to AC from spells and abilities the target has. When the target you hit with a melee weapon attack has temporary hit points, you steal the temporary hit points for yourself (max 30). You also become immune to poison, fire, and cold damage.
Earth + Water: Nature Flora sprouts on your body and all around you. If an ally finishes or starts its turn within 15ft of you, they regain 1 x Scaling + 1d4 hit points, every ally can be healed that way only once per round. The first melee weapon attack you do per turn has a 15ft reach, and the target hit has to make a Strength saving throw, on a fail, vines grasp and move them in an occupied space within 5ft of you. You also become immune to poison damage, as well as being Paralyzed, Poisoned, Incapacitated, Stunned, Charmed, Frightened, or being knocked Prone.
Air + Earth: Dust Dust and sand blast around as a sandstorm forms in a 15ft-sphere around you. Your shape cannot be distinguished from outside of the sandstorm, range attacks and spells are at disadvantage against you. Any creature that ventures within the sandstorm has to make a Constitution saving throw, on a fail, they take 1(+1 for each turn they spent within the sandstorm) x Scaling slashing damage, are blinded and deafened until they finish a round out of the area. You also become immune poison damage, non-magical weapons attacks, as well as being blinded or deafened.
Water + Air: Storm Thunder crackles in the sky, rain starts to pours, as a storm starts to rage above you. After you made a reckless attack, if the target that attacks you misses you, a thunderbolt from the sky hits the target in retaliation. The thunderbolt hits every creature within 10ft of the target. Each target must succeed on a Dexterity saving throw. On a failed save, they take 2 x Scaling lighting + 2 x Scaling thunder damage, half as much on a success. The main target becomes blinded and deafened until the end of its next turn. You also become immune to thunder & lightning damage.

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