Base Class: Barbarian
As a barbarian of the path of elemental fury, you channel the elemental forces of fire, water, earth, and air, gaining attributes that relate to the chosen element of choice. For example, a barbarian that channels the power of fire while he rages becomes a chaotic force of burning fury, becoming enveloped in flame and raising the temperature of his surroundings as he burns his foes. Or a barbarian that channels the plane of earth will become as strong as stone and as hard as rock. There are many ways a barbarian can develop the ability to tap into the elemental planes. It's possible that you have some sort of blood relation to a djinn, or maybe you obtained the ability to tap into the elements during a pilgrimage into an elemental plane. Discuss with your DM on how your barbarian obtained the ability to tap into the elemental planes.
Elemental Channeling
Starting at 3rd level when you choose this subclass, choose one of the following elements: Fire, Earth, Air, or Water. The type of element you chose will affect future subclass features as you level up. You cannot diverge from the chosen element for the future subclass features like the totem warrior subclass. You can change your chosen element at 6th, 9th, 14th levels.
Fire While raging you gain resistance to fire damage. Additionally, you deal an extra 1d6 fire damage on melee attacks while raging.
Earth While raging you gain resistance to thunder damage. Additionally, effects such as spells that would cause you to unwillingly move (such as the thunderwave or gust of wind spells) instead move you 0 feet unless you are willing.
Water While raging you gain resistance to cold damage. Additionally, you gain a swim speed equal to your movement speed and can breathe underwater a number of hours equal to your constitution modifier (minimum of 1).
Air While raging, you gain resistance to lightning damage. Additionally, when a creature you can see makes an attack against you, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
Empowered Channeling
Fire While raging you shed bright light for 20 feet and an additional 20 feet of dim light.
Earth You don't only channel the power of earth through your body while raging, you empower your flesh and bones with the strength of stone. You count as one size larger for carrying capacity and the weight you can push, drag, or lift.
Water You channel the flow and shapelessness of water into your body. Like a flowing river, you become shapeless and formless. You can fit through spaces one size smaller than you without squeezing. While squeezing you can travel through spaces two sizes smaller than you.
Air You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your barbarian level.
Wrath of Nature
Fire While raging you become further empowered by the destructive force of fire, causing your surroundings to be affected by the roaring volcano that is your heart. While raging, when you end your turn, all creatures within 5 feet of you take 1d6 fire damage.
Earth While raging you get advantage on saving throws against effects and conditions that reduce your movement (such as the hold person spell or the grapple condition) and creatures have disadvantage on rolls used to grapple, incapacitate, or knock you prone. Additionally, you gain immunity to petrification.
Air While raging, you can fly up to half of your movement speed in any direction. You fall if you end your turn in the air.
Water while raging, you can move through creatures that are not amorphous (such as oozes or water elementals), and small nonmagical obstacles (such as column that is 1 square foot in area or bars on a jail cell) as if they were not there. You cannot end your turn in a creature or an obstacle.
Soul of Power
Fire While raging you become immune to fire damage and resistant to cold damage. Creatures within 5 feet of you take an additionally 1d6 fire damage.
Earth While raging you become immune to thunder damage and resistance to lightning damage. When you make a melee weapon attack against a medium or smaller creature must make a Strength saving throw with a DC 8 + proficiency bonus + strength modifier or be knocked prone.
Water While raging you become immune to cold damage and resistant to fire damage. While raging, terrain within 10 feet of you is considered difficult terrain.
Air While raging you become immune to lightning damage and resistance to thunder damage. While raging when you make a melee weapon attack and hit, the attacked creature must make a Strength saving throw with a DC 8 + proficiency bonus + strength modifier or be launched 15 feet opposite of you.
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