Barbarian
Fell the Flying
Primal Paths At 10th level, you've learned where to hit a flying creature to
At 3rd level, a barbarian gains the Primal Path feature, which bring it to the ground. Once per turn, when you hit a flying
offers you the choice of a subclass. The following options are creature with a weapon attack, you can force them to make a
available to you when you make that choice: Path of the Strength saving throw (DC equal to 8 + your proficiency
Dragon Slayer and Path of Path of the Primordial Titan. bonus + your Strength modifier). On a failure, their flying
speed becomes 0 until the end of their next turn.
Path of the Dragon Slayer
One with their Breath
For too long, barbarian tribes were squashed under the feet At 14th level, when you rage, you draw the energy of the
of dragons, seeing them as easy prey to be culled or devoured bones into yourself. Each time you rage you may choose Fire,
without city walls to protect them. Tired of this life your Acid, Cold, Lightning or Poison damage. You have immunity
ancestors taught themselves how to slay these overgrown to that damage until your age ends.
lizards and bring them to their knees.
Utilizing the bodies of slain dragons they formed new Path of the Primordial Titans
weapons to fight against them as well as other enemies. The
knowledge of these tools are passed down from one When the Multiverse was created from the raw material,
generation to the next, as are the old traditions and several worlds drifted upon the Sea of Night. These world's
knowledge. contained no life, but they were coveted by powerful beings
who arose from the Elemental Chaos, known today as the
Know thy Enemy primordials.
When you take this path at 3rd level, your ancestors pass the Barbarians who follow this path are born with the blood of
knowledge they learned in order to better understand their the Titans. And guard and protect portals to the planes that
dragon foes. You learn to speak, read and write Draconic. may appear on the Material plane.
Bones of the Slain Ancient Tongues
Also at 3rd level, your ancestors show your how to form the Your closeness to the elemental portals means you associate
great weapons they used through lucid dreams. In these with the elementals often and this has taught you to speak
dreams, you craft your first Dragonbone Bow, and it appears their language. You learn to speak, read, and write
in your hand when you wake. This bow is a martial ranged Primordial. The dialect typically comes from the planar portal
weapon with the ammunition, finesse, heavy, and two-handed your tribe guards or the landscape you typically inhabit.
property. It has a normal range of 150 feet and a long range Aquan, Auran, Ignan and Terran are dialects.
of 600 feet and on a hit deals 1d12 piercing damage.
When attacking with your Dragonbone Bow you may add Primordial Elements
your rage damage and use your Reckless Attack and Brutal At 3rd level when you adopt this path, whenever you rage, you
Critical barbarian class features as though you were making choose an element and gain its features until your rage ends.
an attack with a melee weapon. You may choose a new element each time you rage.
If the original bow becomes lost or broken, you may create Air. Your movement doesn't provoke oppertunity attacks
a new one, and it appears in your hand after you finish a long and you are immune to the grappled, restrained and prone
rest. If the old bow still exists, it shatters into fragments. conditions.
Earth. Your reach increases by 5 feet. Additionally, your
Stolen Strength attacks gain the seige property and you can continue your
At 6th level, your time spent with the bones of dragons have rage by attacking objects no smaller than 3 feet in any size,
taught you how to draw on some of their innate magical rather than hostile creatures.
power. Fire. You do not suffer the effects of extreme heat or cold
Your Dragonbone Bow is considered magical for the sake as described in the Dungeon Master's Guide. Additionally, the
of overcoming resistances and immunity. Additionally, the first melee attack you hit each turn deals an additional fire
magic of your bow can absorb the power of similar ranged damage equal to 1d6 + half your Barbarian level rounded
weapons. When you finish a long rest, you can transfer an down.
enchantment from a ranged weapon into your Dragonbone Water. The ground within 5 feet of you becomes difficult
Bow, if the enchantment is compatible (DM's discretion). Your terrain for enemy creatures and you are immune to the
bow gains the same enchantment as the original weapon, and grappled and restrained conditions.
the original becomes mundane.
Your Dragonbone Bow may only have one magical property
at a time, if you attempt to transfer the magic of a second
item into your bow, the first property fades.
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Mastery of the Elements
At 6th level, you learn to channel the elements to give them
form. As an action, you can activate this feature to cause an
effect based on the element you choose with your Primordial
Element feature. The DC is equal to 8 + your proficiency
bonus + your Constitution modifier.
Air. Each creature within 10 feet of you takes 2d6 slashing
damage, and must make a Strength saving throw or be pulled
within to an unoccupied space within 5 feet of you.
Earth. Each creature within 10 feet of you takes 2d6
bludgeoning damage, and must make a Dexterity saving
throw or be knocked prone.
Fire. Each creature within 10 feet of you takes 2d6 fire
damage, and must make a Dexterity saving throw or catch on
fire. Enemies caught on fire take damage equal to your
Constituion modifier at the start of their turns until they or
another creature within 5 feet of them uses an action to put it
out.
Water. Each creature within 10 feet of you takes 2d6 cold
damage, and must make a Strength saving throw or be
pushed 10 feet away from you.
Armor of the Titans
At 10th level, your constant proximity to the elements have
taught you how to resist them. When you rage you gain
resistance to acid, cold, fire, lightning, and thunder damage.
Swiftness of Chaos
At 14th level, you’ve studied the movements of the elementals
and learned how to copy them. You gain the following
benefits when you rage based on the element you choose
with your Primordial Element feature.
Air.You gain a fly speed of 30 feet. Additionally, you may
move freely through another creature's space (but not stop
there).
Earth. You gain a burrow speed of 30 feet, you can burrow
through nonmagical unworked earth and stone. When you do
so you don't disturb the area you move through. Additionally,
allies within 10 feet gain resistance to bludgeoning, piercing
and slashing damage as the earth moves to protect them.
Fire. Your base movement speed increases by 10 feet.
Additionally, whenever you are hit with a melee attack you
can use your reaction to deal fire damage to the attacker
equal to half your barbarian level, rounded down.
Water. You gain a swim speed of 50 feet. Additionally, you
may make oppertunity attacks without using your reaction,
and you can use your reaction to make a melee attack against
a creature that moves more than 5 feet while within your
reach.