1. Notes

Path of the Elements

Primal Path

"Maybe your firelacing comes from rage and you just don't have enough anger to fuel it the way you used to."


The Path of the Elements is one of contrast. Rage and serenity. Light and dark. Yin and yang. Those who follow this path, learn to unlock their own lacing potential, expertly interspersing weapon attacks with elemental might

Most barbarian tribes become affiliated with a single element, and lacers of its type appear in their number. No one can really explain this exclusivity, but tribes become fiercely territorial of their elemental powers. Lacing is seen as a divine gift, passed down from fallen comrades who have gone on to the Spirit World.

Chosen Element

As a lacer, you have the supernatural ability to manipulate your element. When you choose this path at 3rd level, you must choose an element: fire, air, water, or earth. From that point on, you are a firelacer, airlacer, waterlacer, or earthlacer. You can never take another element, even if you later get to choose again.

Basic Lacing. You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing). You cannot use these abilities while raging.

Elemental Fury

Also at 3rd level, your rage unleashes elemental fury in you. The fury extends 10 feet from you in every direction, but not through total cover.

Your fury causes your element to swirl around you, battering your foes. It activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

Each turn your fury is active, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Constitution Modifier). The target takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful 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.

Boon of the Elements

Beginning at 6th level, you gain a boon that activates any time you rage. These boons are different, depending on your element.

Fire. A creature that moves within 5 feet of you for the first time or starts its turn there takes 1d6 fire damage.

Air. Your jump distance is doubled and falling damage is reduced by an amount equal to 5 times your barbarian level.

Water. When you initiate a rage, you gain a number of temporary hit points equal to your Wisdom Modifier + your barbarian level. Any remaining temporary hit points are lost when your rage ends.

Earth. You are unaffected by difficult terrain and gain tremorsense to a range of 10 feet. You gain the ability to move along vertical surfaces and ceilings made of earth or stone while leaving your hands free. You also gain a climbing speed equal to your walking speed.

One with Nature

At 10th level, you can cast the Unknown spell, but only as a ritual. When you do so, a spiritual creature appears to you to convey the information you seek.

Spiritual Might

Starting at 14th level, you gain a number of abilities any time you rage.

Fire. You are immune to fire damage and have resistance to cold damage. When you take damage from a creature that is within 5 feet of you, you can use your reaction to activate your Elemental Fury against that creature.

Air. Your speed is increased by 20 feet. When you make a successful attack against a creature, you can choose to blast the target with air. The target is pushed 10 feet away from you.

Water. You are immune to cold damage and have resistance to fire damage. You gain a swim speed of 30 feet.

In addition, if you miss a creature with an attack, you can immediately make another attack against the same creature as part of the same attack. Once you use this ability, you can't do so again until the beginning of your next turn.

Earth. You gain a burrow speed of 20 feet, and your tremorsense increases to a range of 30 feet.

In addition, the ground in a 10-foot radius around you ruptures and is difficult terrain for creatures other than you. The radius moves with you and any area you leave returns to normal.