Path of Calamity There is no wrath greater than that of a natural disaster: senseless, destructive, and utterly cataclysmic. Those who follow the Path of Calamity tap into this immense power when they rage and act as harbingers of nature's indiscriminant wrath. Where they walk, the ground shatters. Where they focus their wrath, the tallest of walls crumble and the mightiest buildings are reduced to ruin. And like an earthquake, the sheer cataclysmic power of their rage can tear asunder the very earth until naught but rubble remains. Destructive Fury 3rd-level Path of Calamity feature Your wrath embodies the indiscriminant destruction of a natural disaster. You gain the following benefits while raging: Shattering Strikes. The first time you hit a target with a weapon attack on each of your turns, your strike creates a shockwave that damages the target's surroundings. Each other creature and object of your choice within 5 feet of the target takes thunder damage equal to your Strength modifier plus your rage damage bonus. The radius of this shockwave increases to 10 feet when you reach 10th level in this class. Siege Warrior. You deal double damage to objects and structures with your weapon attacks. Ruin Walker 3rd-level Path of Calamity feature You are at home amidst the ruins and rubble of anarchy. You ignore difficult terrain caused by uneven ground or rubble, and you have advantage on saving throws made against being forcefully moved or knocked prone. Ruinous Stomp 6th-level Path of Calamity feature When you enter a rage, you can unleash a mighty stomp as part of the same bonus action. The ground within 30 feet of you is turned into difficult terrain, and each creature standing within this area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Each 5-foot-square portion of this difficult terrain requires an action to clear by hand. Since this difficult terrain is caused by rubble and uneven terrain, your Ruin Walker feature allows you to ignore it. Ram 10th-level Path of Calamity feature While you're raging, you can take the Dash action as a bonus action on your turn. If you do, your movement this turn becomes nigh unstoppable by any barrier. Until the end of your current turn, you ignore difficult terrain; additionally, when you move into an object during this turn, it takes bludgeoning damage equal to three times your barbarian level. If the object is two or more sizes larger than you, a portion of the object no more than one size larger than you takes this damage instead. A single object or section thereof can take this damage no more than once per turn. You can take this bonus action a number of times equal to your proficiency bonus, regaining all uses upon finishing a long rest.
Quaking Stomp 14th-level Path of Calamity feature When you use Ruinous Stomp, you can channel all of your destructive power to tear open the ground and split the earth. Instead of the usual effects of Ruinous Stomp, you cause the effects of the earthquake spell for the next minute, centered on yourself and moving with you. Strength is your spellcasting ability for the purpose of calculating the spell's save DC. You are immune to the spell's effects and don't need to concentrate on it. It doesn't create any fissures; instead, once before your rage ends and while this effect is active, you can tear into the ground as an action and create a fissure yourself. This fissure extends in a direction of your choice, must share a space with you, and is always 60 feet deep, but otherwise follows the rules of the earthquake spell. You automatically succeed on the saving throw to avoid falling into this fissure. Taking this action counts as attacking a hostile creature for the purpose of maintaining your rage. This effect is not magical in nature and thus can't be dispelled by dispel magic, nor suppressed by an antimagic field or similar effects. Once you use this feature, you can't use it again until you finish a long rest. Art Credit Hoarax Loux by @tokireii Fissure by Sam Burely