Associated with the Fire and Earth Genasi, or those raised on Stellim.
When you select this path at 3rd level, tremors shake the ground when you rage. When you first enter a rage, the ground in a 10-foot radius around you becomes difficult terrain for everyone except you. As a bonus action on subsequent turns, you can cause everybody in the difficult terrain caused by your raging to make a Dexterity saving throw. On a failure they fall prone.
Your saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.
At 10th level the radius of your tremors increases to 15ft.
At 6th level, the force of your anger causes earth and metals to heat up. You gain resistance to cold and fire damage. Furthermore, while you rage your melee attacks made with metallic weapons deal an extra 1d6 fire damage, increasing to 2d6 fire damage when you reach level 14.
When your rage ends for any reason the energy erupts from you. Each manufactured metal object in the area of effect created by your earthshaking rage glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage, increasing to 4d8 when you reach level 14. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a constitution saving throw or drop the object is it can. If it doesn’t drop the object, it has disadvantage on Attack rolls and Ability Checks until the start of your next turn.
At 10th level, objects and buildings in the area of effect created by your earthshaking rage have vulnerability to all damage it is not immune or resistant to, and takes normal damage from all damage it has resistance to.
At 14th level, while you rage, you can use an action to spew forth a pyroclastic flow. Each creature in a 60ft cone must make a Dexterity Saving Throw, taking 6d6 fire damage on a failed save, or half as much on a successful save. Flammable objects in the area catch on fire, the area becomes difficult terrain for all creatures except you, and heavily obscured until the end of your next turn.
You can use this feature a number of times equal to your constitution modifier, replenishing after a Long Rest.