Barbarian: Path of the Elemental Fury
Primary Ability: Strength
Spellcasting Ability: none
For Barbarians who walk the Path of the Elemental Fury, their rage isn't just an emotional state but a channel to tap into the primal forces of nature. They draw upon the energies of earth, fire, air, and water to infuse their attacks and protect themselves, becoming one with the elements in their most furious moments.
Subclass (Primal Path) of Barbarian
These formidable warriors draw power from their untamed, primal instincts. Fueled by raw emotions, they tap into a fierce rage that enhances their physical prowess, granting increased strength and endurance. With minimal armor and mighty weaponry, they fearlessly charge into battle, shrugging off blows that would cripple lesser fighters. Their unparalleled resilience allows them to endure extreme conditions and resist various effects. Barbarians possess unique paths that further shape their abilities, ranging from totemic connections with nature to embracing a berserker's unbridled fury. While their rage can make them difficult to control outside combat, Barbarians make invaluable allies on the battlefield, where their ferocity and tenacity turn the tide in their favor, leaving foes trembling in the wake of their relentless onslaught.
Core Path of the Elemental Fury Traits
Hit Points
Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapon: Martial Weapon, Simple Weapon
Saving Throw: Strength, Constitution
Skills: You have 2 of the following skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
Starting Gold
You start with 0d4 x 10 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- Explorer’s Pack (1)
- Javelin (4)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) greataxe or (b) any martial melee weapon
- (a) (2x) handaxe or (b) any simple weapon
- explorer's pack
- (4x) javelin
Path of the Elemental Fury Features Table
| LVL | Pro+ | Features | Rages | Rage Damage |
|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Elemental Infusion, Primal Path | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6th | +3 | Elemental Resistance | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 | +2 |
| 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
| 10th | +4 | Elemental Burst | 4 | +3 |
| 11th | +4 | Relentless Rage | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 14th | +5 | Elemental Avatar | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 | +3 |
| 16th | +5 | Ability Score Improvement | 5 | +4 |
| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | Unlimited | +4 |
Elemental Infusion
Starting when you choose this path at 3rd level, you can infuse your rage with one of the four elements: Fire, Earth, Air, or Water. When you enter your rage, choose an element. Your melee attacks gain an additional effect based on the element chosen:
- Fire: Extra 1d4 fire damage
- Earth: Target must make a Strength saving throw or be knocked prone
- Air: You gain a 10-foot increase to your movement speed
- Water: Your attacks slow the enemy by 10 feet until your next turn
Level: 3
Actions Panel: Attack
Elemental Resistance
At 6th level, you gain resistance to the damage type corresponding to the element you chose for your Elemental Infusion during your rage. If you chose Fire, you become resistant to fire damage. The same goes for other elements.
Level: 6
Elemental Burst
At 10th level, you can use your action to unleash a burst of elemental energy. Each creature within a 15-foot radius must make a Dexterity saving throw. The damage and effect are based on the element you chose during your rage:
- Fire: 4d6 fire damage on a failed save, half as much on a successful one.
- Earth: Creatures are restrained until the end of your next turn.
- Air: Creatures are pushed 10 feet away from you.
- Water: Creatures' speed is reduced by half until the end of your next turn.
Level: 10
Actions Panel: Action
Elemental Avatar
When you reach the 14th level, you become an avatar of your chosen element during your rage. Your Elemental Infusion benefits are doubled, and you gain an additional effect:
- Fire: Flames surround you, causing any creature within 5 feet to take 1d6 fire damage at the start of their turn.
- Earth: You gain temporary hit points equal to your Barbarian level at the start of your turn.
- Air: Attacks against you have disadvantage.
- Water: You gain the ability to move through enemies and obstacles as if they were difficult terrain, without provoking opportunity attacks.
Level: 14
Actions Panel: Action
Subclass
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the Berserker
Path of the Celestial Guardian
Path of the Elemental Fury
Barbarian Spells
No spells associated with this class yet.
Credits: Squire 5 (5.1)


