{"name":"Barbarian Path of  the Elements","overview":"","hitdice":"d12","hitpointsfirstlevel":"12 + Consitution modifier","hitpointsathigherlevels":"1d12 (or 7) + your Constitution modifier","armorproficiencies":"Light armour, medium armour, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"none","savingthrows":"Strength, Constitution","skills":"Choose from Animal Handeling, Athletics, Intimidation, Nature, Perception and Survival\r\n","equipment":"You start with the following equipment in addition to the equipment granted by your background\r\n \r\n(a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) and simple weapon an explorers pack and for javelins","spellcasting":"","features":"RAGE\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren\u2019t wearing heavy armor:\r\n \r\n\u2022 You have advantage on Strength checks and Strength saving throws.\r\n \r\n\u2022 When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.\r\n \r\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage.\r\n \r\nIf you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.\r\n \r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven\u2019t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n \r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.\r\n \r\nUNARMORED DEFENSE\r\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.\r\n \r\nRECKLESS ATTACK\r\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.\r\n \r\nDANGER SENSE\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n \r\nPRIMAL PATH\r\nAt 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.\r\n \r\nABILITY SCORE IMPROVEMENT\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n \r\nEXTRA ATTACK\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n \r\nFAST MOVEMENT\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n \r\nFERAL INSTINCT\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n \r\nAdditionally, if you are surprised at the beginning of combat and aren\u2019t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\r\n \r\nBRUTAL CRITICAL\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.\r\n \r\nRELENTLESS RAGE\r\nStarting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you\u2019re raging and don\u2019t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n \r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.\r\n \r\nPERSISTENT RAGE\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n \r\nINDOMITABLE MIGHT\r\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.\r\n \r\nPRIMAL CHAMPION\r\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.","subclasses":"[b]Path of the Elements[\/b]\r\n\"Maybe your irelacing comes from rage and you just don't have\r\nenough anger to fuel it the way you used to.\"\r\n\r\nThe Path of the Elements is one of contrast. Rage and serenity.\r\nLight and dark. Yin and yang. Those who follow this path learn\r\nto unlock their own lacing potential, expertly interspersing\r\nweapon attacks with elemental might.\r\n\r\nMost barbarian tribes become afiliated with a\tsingle element,\r\nand lacers of its type appear in their number. No one can really\r\nexplain this exclusivity, but tribes become iercely territorial of\r\ntheir elemental powers. Lacing is seen as a\t divine gift, passed\r\ndown from fallen comrades who have gone on to the Spirit\r\nWorld.\r\n\r\n[b]Chosen Element[\/b]\r\nAs a lacer, you have the supernatural ability to manipulate your\r\nelement. When you choose this path at 3rd level, you must\r\nchoose an element: ire, air, water, or earth. From that point on,\r\nyou are a\tirelacer, airlacer, waterlacer, or earthlacer. You\r\ncan never take another element, even if you later get to choose\r\nagain.\r\n\r\nBasic Lacing.\r\nYou gain your element's Basic Lacing abilities\r\n(Firelacing, Airlacing, Waterlacing, Earthlacing). You cannot use\r\nthese abilities while raging.\r\n\r\nElemental Fury\r\nAlso at 3rd level, your rage unleashes elemental fury in you. The\r\nfury extends 10 feet from you in every direction, but not through\r\ntotal cover.\r\nYour fury causes your element to swirl around you, battering\r\nyour foes. It activates when you enter your rage, and you can\r\nactivate the effect again on each of your turns as a\tbonus action.\r\nEach turn your fury is active, you can choose one other\r\ncreature you can see in your aura. The target must make a\r\nDexterity saving throw (DC equal to 8 + your proiciency bonus\r\n+ your Constitution modiier). The target takes 1d6 bludgeoning\r\ndamage on a\tfailed save, or half as much damage on a\tsuccessful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\r\n\r\nBoon of the Elements\r\nBeginning at 6th level, you gain a\tboon that activates any time\r\nyou rage. These boons are different, depending on your element.\r\nFire. A creature that moves within 5 feet of you for the irst\r\ntime on a\tturn or starts its turn there takes 1d6 ire damage.\r\nAir. Your jump distance is doubled, and falling damage is\r\nreduced by an amount equal to ive times your barbarian level.\r\nWater. When you initiate a\t rage, you gain a\t number of\r\ntemporary hit points equal to your Wisdom modiier + your\r\nbarbarian level. Any remaining temporary hit points are lost\r\nwhen your rage ends.\r\nEarth. You are unaffected by dificult terrain, and gain\r\ntremorsense to a\trange of 10 feet. You gain the ability to move\r\nalong vertical surfaces and ceilings made of earth or stone while\r\nleaving your hands free. You also gain a\tclimbing speed equal to\r\nyour walking speed.\r\nOne with Nature\r\nAt 10th level, you can cast the commune with nature spell, but\r\nonly as a\tritual. When you do so, a\tspiritual creature appears to\r\nyou to convey the information you seek.\r\n\r\nSpiritualMight\r\nStarting at 14th level, you gain a\t number of abilities any time\r\nyou rage.\r\nFire. You are immune to ire damage and have resistance to\r\ncold damage. When you take damage from a\t creature that is\r\nwithin 5 feet of you, you can use your reaction to activate your\r\nElemental Fury against that creature.\r\nAir. Your speed is increased by 20 feet. When you make a\r\nsuccessful attack against a\tcreature, you can choose to blast the\r\ntarget with air. The target is pushed 10 feet away from you.\r\nWater. You are immune to cold damage and have resistance\r\nto ire damage. You gain a\tswim speed of 30 feet.\r\nIn addition, if you miss a\t creature with an attack, you can\r\nimmediately make another attack against the same creature as\r\npart of the same attack. Once you use this ability, you can't do so\r\nagainst until the beginning of your next turn.\r\nEarth. You gain a burrow speed of 20 feet, and your\r\ntremorsense increases to a\trange of 30 feet.\r\nIn addition, the ground in a\t 10-foot radius around you\r\nruptures and is dificult terrain for creatures other than you. The\r\nradius moves with you, and any area\t you leave returns to\r\nnormal.\r\n","tabledata":"","tags":"Avatar, Incarnate","templateId":"25","blockId":"215670","isShared":"1"}