Barbarian
Base Class: Barbarian

Elemental Resilience

While raging, you can choose one form of damage to gain resistance to. When you take damage you are not resistant to you may expend your reaction to change your resistance to that type of damage. This resistance lasts until your rage ends. Additionally when you use this feature to reduce damage your attacks deal 1d6 damage of the associated type until the end of your next turn. The damage die increases to 2d6 at 6th level, 3d6 at 9th level,  4d6 at 12th level and 5d6 at 15th level.

Overwhelming Energy

Beginning at 6th level, While Raging your elemental damage ignores resistance. Additionally the first attack you make after entering a range gains an additional effect of your choosing . Pick one from the list below. The saving throw equals 8 + your proficiency bonus + your con mod.

  • Creatures within 10ft of your target must succeed on a con saving throw or take damage equal to the elemental damage of your attack, taking half damage on a success. You do not take this damage.
  • Creatures in a 30ft line behind your target must succeed a dex saving throw or take damage equal to the elemental damage of your attack, taking half damage on a success.
  • As part of this attack you may move an additional 30 feet towards an enemy, ignoring difficult terrain. If the attack hits, the creature must succeed a strength saving throw or be knocked 10ft back.
  • Energy lingers in the area. A 10ft cube around your target becomes difficult terrain. For a number of turns equal to your con modifier creatures that enter or begin their turn in the area take damage equal to your rage damage bonus. You do not take this damage.

Aspect Of The Planes

Beginning at 10th level, you become attuned with one of the elemental planes. When you do so, choose earth, air, fire or water. You gain the benefit associated with your plane. You choose a second aspect at 20th level.

Earth: You have advantage on saving throws against being knocked prone or moved. While raging at the start of each of your turns you gain temporary hit points equal to your constitution modifier.

Air: You do not take damage from falling. While raging your movement speed and jumping distance increase by 10 feet

Fire: You are immune to the effects of extreme heat and cold. While raging your elemental damage increases by an additional 1d6. 

Water: You gain a swim speed equal to your move speed. While raging your attacks gain reach.

Sunder Resistances

Starting at 14th level, when you deal damage to a creature while raging you can use your bonus action to make the creature vulnerable to an elemental damage type of your choice. This effect lasts until your rage ends or until you mark another creature. 

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