Path of the Elemental Fury
Some barbarians hail from cultures that revere the raw primordial rage of the elements – the fury of the cyclone, the wrath of the volcano, the crash of the tidal wave, the destruction of the earthquake.
Unarmed Fury
Primal magic empowers your strikes. At 3rd level when you adopt this path, you gain the following benefits while you are raging and unarmed:
- When you use the Attack action with an unarmed strike on your turn or when you attempt a shove or grapple, you can make one unarmed strike as a bonus action.
- You can roll a d6 in place of the normal damage of your unarmed strikes. This die changes to a d8 at 6th level, and a d10 at 14th level.
Reckless Inferno
At 6th level, your Elemental Rage empowers your reckless strikes. If an effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
- Air: You strike with the fury of the wind. Whenever you’re raging and you make a reckless attack with an unarmed strike, you can make two unarmed strikes as a bonus action.
- Earth: Your strikes embody the earthquake. Once per turn whenever you’re raging and you make a reckless attack with an unarmed strike, you can force your opponent to succeed on a Dexterity saving throw or be knocked prone.
- Fire: If you’ve made a reckless attack on your turn, fire tendrils erupt around you and lash out at your foes. Until the start of your next turn, if a creature hits you with a melee attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
- Water: Your limbs flow like the river. Whenever you’re raging and make a reckless attack, your unarmed strikes gain a range of 10 feet.
Elemental Rage
At 3rd level, when you adopt this path, you gain the ability to go into an Elemental Rage. You can choose a different element whenever you rage. At your option, you also gain minor physical attributes that are reminiscent of your elemental spirit.
- Air: While raging, ranged weapon attacks have disadvantage against you.
- Earth: Whenever you rage, you gain temporary hit points equal to your barbarian level.
- Fire: While raging, you gain resistance to fire and radiant damage. You also shed bright light in a 30-foot radius and dim light in an additional 30 feet.
- Water: While raging, you are immune to being grappled, prone and restrained.
Primordial Guardians
At 10th level, as an action, you can summon elementals while raging, as per the effect of the Conjure Minor Elementals spell. These elementals must be of the same element than your rage and disappear when your rage ends. Once you use this feature, you can’t use it again until you finish a long rest.
Elemental Attunement
At 14th level, you gain a magical benefit based on your Elemental Rage.
- Air: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Earth: While raging, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through.
- Fire: While raging, you can use a bonus action during your move to pass through the space of a creature. That creature must succeed on a Dexterity saving throw or take fire damage equal to 2d8 + your Constitution modifier.
- Water: While raging, you have a swimming speed equal to your current walking speed, and you can breathe underwater. In addition, you can move your normal speed while grappling creatures.