Barbarian: Path of Primordials

by Rhaenon

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Barbarian: Path of Primordials

When you choose this path at 3rd level, you learn the Primordial language as you familiarize yourself more with the elements. Some of your features require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Your Primordial save DC: 8 + your proficiency bonus + your Constitution modifier.

Primordial Plunge

At 3rd level, when you set out on this path, you choose an element and gain its feature.

Earth. While you are raging, you cannot be moved, pushed, or knocked prone against your will, unless magically compelled to do so. Your feet must be touching the ground to use this trait.

Water. While you are raging, your body takes on the fluidity of water. When you are hit by an attack you can use your reaction to move 10 feet without provoking opportunity attacks.

Fire. While you are raging, you gain resistance to fire damage and you can create illusionary flames to distract creatures, enabling you to use the Help action as a bonus action on your turn.

Air. While you are raging, after making a successful melee attack you can force the creature to make a Strength saving throw or be pushed back 5 feet by a powerful gust.

Lightning. While you are raging, you gain resistance to lightning damage and can use the Dash action as a bonus action on your turn. Your element supplies an innate speed.

Ice. While you are raging, you gain resistance to cold damage and you can use the Dodge action as a bonus action on your turn, as your element forms slippery defenses.

Primordial Aspects

At 6th level, you can choose one element to permanently bind to you and affect you physically. You can choose the same element you selected at 3rd level or a different one.

Earth. Your gain a climbing speed equal to your walking speed and gain advantage on Wisdom (Perception) check made to detect creatures by sensing vibrations within 30 feet.

Water. You develop adaptations that enable you to swim in water. Your swimming speed becomes equal to your walking speed. You can also go without drinking for up to a week.

Fire. Your eyes develop superior vision out to 30 feet, causing you to see a glow around warmer objects. The warmer the object, the brighter the glow. When invoking this sight, you only see in shades of red, warmer objects being red and cold objects being almost black.

Air. Difficult terrain and spell effects no longer reduce your speed. You are also unaffected by the effects of high altitude.

Lightning. The innate energy your element supplies gives you remarkable endurance, giving you advantage on Constitution saving throws against Exhaustion.

Ice. You are unaffected by the effects of cold climates. As long as you can maintain Concentration on becoming transparent as ice, you become difficult to spot, but not fully invisible. You have advantage on Dexterity (Stealth) checks while you are transparent.

Elementary Influence

At 10th level, you can use your element(s) to summon an elemental, by performing an hour long ritual. A spiritual elemental appears to you to convey the information you seek.

Enraged Elements

At 14th level, you learn new abilities using one of these elements. You can choose the same element(s) you selected previously or another.

Earth. While you are raging, when making a successful melee weapon attack, you can force the target to make a Strength saving throw as a bonus action. On a failed save, the creature is knocked prone and restrained by the earth until the start of your next turn. The creature can try to break free at the end of its turn by making an Strength (Athletics) or Dexterity (Acrobatics) check against your Primordial DC. On a successful save, the creature avoids the effect.

Water. While you are raging, creatures that try and hit you with a melee attack have disadvantage on the attack as water spreads under the feet of those that try and hit you.

Fire. While you are raging, when making a successful weapon attack, you can use your bonus action to have your weapon ignite and become as bright as the sun. If the target of you weapon attack can see you, it must succeed on a Constitution saving throw or be blinded.

Air. While you are raging, all ranged attacks made against you are made at disadvantage as a whirlwind swirls around you, deflecting the projectiles and spells away from you.

Lightning. While you are raging, after a making a successful weapon attack, you can use your bonus action to send a surge of lightning through the target. The creature must make a Constitution saving throw. On a failed save, the creature becomes stunned until the start of your next turn. On a successful save, the creature avoids the effect.

Ice. While you are raging, after making a successful weapon attack, you can try to slow your target as a bonus action. The creature must make a Constitution saving throw. On a failed save, the creature's speed is reduced by 10 feet and it can't take reactions until the start of your next turn. On a successful save, the creature avoids the effect.

Path of Primordials | Rhaenon

Credits


Created by Rhaenon
Artwork: Battle Axe by Ali Mubarok
Image Blending: Background Templates by AeronDrake