Barbarian: Path of Elemental Chaos [v1.0]
The Path of Elemental Chaos calls upon barbarians seeking to wield the untamed might of nature's elements.
These warriors forge a connection with the elemental planes of fire, water, earth, or air, becoming conduits of raw elemental power.
At the pinnacle of their journey, these elemental masters command the forces of nature, shaping the battlefield and unleashing cataclysmic displays of elemental might upon their enemies.
Path of Elemental Chaos Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Elemental Attunement, Voice of the Elements |
| 6th | Advanced Elemental Attunement, Elemental Intuition |
| 10th | Superior Elemental Attunement, Elemental Convergence |
| 14th | Legendary Elemental Attunement, Elemental Conduit |
Voice of the Elements
3rd-level Path of Elemental Chaos feature
You learn how to speak, read and write Primordial.
Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Elemental Attunement
3rd-level Path of Elemental Chaos feature
When you enter a rage you can draw power from the elemental planes. Chose one of the following elemental planes to attune, gaining benefits depending on the plane you attune to.
If a feature from Elemental Attunement requires a saving throw, your Elemental Attunement DC equals 8 + your proficiency bonus + your Constitution modifier + your rage damage:
Elemental Plane of Air
- You gain resistance to Lightning damage;
- All your movement speeds increase by 10 ft.
At level 9 this extra speed increases to 15 ft. and by level 16 it increases to 20 ft.
Elemental Plane of Earth
- You gain resistance to poison damage;
- When you enter a rage you gain temporary hit points equal your barbarian level plus your constitution modifier and, until your rage ends.
Elemental Plane of Fire
- You gain resistance to Fire damage;
- Once per turn you can replace one of your attacks by an exhalation of a 15 ft cone of fire. Each creature in range must make a Dexterity saving throw against your Elemental Atunement DC taking fire damage equal to 2d6 plus your rage damage on a failure or half as much on a success.
At level 9 the cone increases to 30 ft and the damage to 3d6 plus your rage damage and at level 16th the cone increases to 60 ft. and the damage increases to 4d6 plus your rage damage.
Elemental Plane of Water
- You gain resistance to Cold damage;
- While raging, whenever an enemy hits you with a melee attack he takes cold damage equal to you constitution modifier plus your rage damage.
Elemental Intuition
6th-level Path of Elemental Chaos feature
When you make an ability check related to the elemental planes you are considered proficient on the check and add double your proficiency bonus to it, plus your rage damage.
Advanced Elemental Attunement
6th-level Path of Elemental Chaos feature
Your connection to the elemental planes deepens. Whenever you attune to an elemental plane you also gain the following benefits:
Elemental Plane of Air
- You gain resistance to Thunder damage;
- You have Blindsight up to 10 ft.
At level 9 it increases to 20 ft. and by level 16 it increases to 30 ft.
Elemental Plane of Earth
- You gain resistance to Necrotic damage;
- You have Tremorsense up to 10 ft.
At level 9 it increases to 20 ft. and by level 16 it increases to 30 ft.
Elemental Plane of Fire
- You gain resistance to Radiant damage;
- You gain Darkvision up to 30 ft. or, if you already have it, it increases by 30 ft.;
At level 9 it increases to 60 ft. and by level 16 it increases to 90 ft.
Elemental Plane of Water
- You gain resistance to Acid damage;
- You can breathe water as well as air.
Starting at level 9 you can breathe normally in any environment (including a vacuum). From level 16 you have advantage on saving throws against harmful gases.
Elemental Convergence
10th-level Path Elemental Chaos feature
Once per long rest, when you enter a rage, you can expend an additional rage to attune to two planes at the same time, gaining the benefits of attuning to both planes for the duration of the rage.
When this Elemental Attunement ends, you gain one level of exhaustion.
Superior Elemental Attunement
10th-level Path of Elemental Chaos feature
Your connection to the elemental planes improves further. Whenever you attune to an elemental plane you also gain the following benefits:
Elemental Plane of Air
- When you hit with an attack while raging you deal an additional 1d6 Lightning or Thunder damage (your choice);
- You gain a Fly speed equal to your walking speed.
Elemental Plane of Earth
- When you hit with an attack while raging you deal an additional 1d6 Poison or Necrotic damage (your choice);
- You gain a Burrow speed equal to your walking speed.
Elemental Plane of Fire
- When you hit with an attack while raging you deal an additional 1d6 fire or radiant damage (your choice);
- You gain a Climbing speed equal to your walking speed.
Elemental Plane of Water
- When you hit with an attack while raging you deal an additional 1d6 cold or acid damage (your choice).
- You gain a Swimming speed equal to your walking speed.
Elemental Conduit
14th-level Path of Elemental Chaos feature
Once per long rest, when you enter a rage, you can expend 3 additional rages to attune to all elemental planes at the same time, becoming a scion of elemental chaos.
For one minute you gain the benefits of attuning to all of the planes.
The toll on your body from maintaining this attunement is such that, when it ends, you gain two levels of exhaustion.
Legendary Elemental Attunement
14th-level Path of Elemental Chaos feature
Your connection to the elemental planes is a thing of legends. When you rage you meld with the very fabric of the elemental planes.
You are the tempest's fury, the inferno's embrace, and the ocean's wrath, a living conduit of nature's raw power.
Whenever you attune to an elemental plane you also gain the following benefits:
Elemental Plane of Air
- Once per turn, when you deal Lightning damage, you can impede one of the targets from taking reactions until the start of your next turn.
- Once per turn, when you deal Thunder damage you can force one of the targets to make a Constitution saving throw against your Elemental Attunement DC or become deafened.
At the end of each of its turns, the target can repeat the Constitution saving throw to end the effect.
Elemental Plane of Earth
- Once per turn, when you deal Necrotic damage, you can impede one of the targets from regaining hit points until the start of your next turn;
- Once per turn, when you deal Poison damage, you can force one of the targets to make a Constitution saving throw against your Elemental Attunement DC or become poisoned.
At the end of each of its turns, the target can repeat the Constitution saving throw to end the effect.
Elemental Plane of Fire
- Once per turn, when you deal Fire damage, you can ignite one of the targets, dealing 1d6 plus your constitution modifier fire damage at the end of the targets turn unless it uses an action to extinguish the flames;
- Once per turn, when deal Radiant damage, you can force one of the targets to make a Constitution saving throw against your Elemental Attunement DC or become blinded.
At the end of each of its turns, the target can repeat the Constitution saving throw to end the effect.
Elemental Plane of Water
- Once per turn, when you deal Acid damage, you can cover one of the targets in acid, dealing 1d6 plus your constitution modifier acid damage at the end of the targets turn unless it uses an action to remove the acid;
- Once per turn, when you deal Cold damage, you can reduce the speed of one of the targets by half of its total movement speed.
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