Barbarian
Base Class: Barbarian

A former Druid turned Warrior, you learned to craft and carve during your time in nature, and how to channel energy through them with elemental spirits, and even, how to take the form of your statues.

 

Spiritual Suffusion

Starting at level 3, when you carve your statue, you may imbue it with an elemental of your choosing. Doing so allows you to deal an extra 1d4 damage of your elementals type when you make a melee weapon attack. The elemental you choose also grants you access to a small spell list.

Air Elemental

Air elementals are subtle and calm. Choosing the Way of wind requires embodying these traits. A False Nature barbarian holding an air elemental evokes a sense of peace. Be wary. while calm and slow to anger, the wind is still very deadly.

Earth Elemental

Earth elementals are sturdy and derisive. Choosing the Way of Earth requires embodying these traits. A False Nature barbarian carrying a earth elemental is often seen at meetings of governance. yo can rely on them for plans, and for a bulwark of power on the battlefield.

Fire Elemental

Fire Elementals are full of rage and fury. Choosing the Way of fire requires embodying these traits. A False Nature barbarian holding a fire elemental should scare you. If one of these is nearby, be careful not inflame there temper, lest you end up on the wrong side of there fire.

Water Elemental

Water elementals are slippery and everchanging. Choosing the Way of water requires embodying these traits. A False Nature barbarian holding a water elemental should make you wary. Keep a good eye on your money pouch and your keys while one of these is nearby.

Charge

Starting at 3rd level, When you enter rage, you can channel the power of your Spirit to take the dash action and attack on the same turn, dealing an extra 1d6 damage of your elementals type. (Water:Cold, Air:Thunder, Fire:Fire, Earth:Force)

Aspect Conversion

Starting at level 6, when you rage you can decide to either gain the strength/dexterity modifier of your statues inspiration, or transform into your statues inspiration with a CR of your Barbarian level Divided by 3.

Emanations

At level 10 you can call the elemental out of your totem, and bend it to your will. With this you may cast mage hand with the elemental, increasing the carry load to equal your strength score x10 pounds. otherwise you can force your elemental to circle you in a 15ft. sphere, with differing effects based on the elementals type.

Aura of HellFire

Every turn you deal 1d10 fire Damage to everything within a 15ft. sphere of you.

Aura of the Arctic

Every turn you deal 1d6 cold Damage in a 15ft. sphere around you.

Shaking Terrain

Once activated, you create a 15ft. sphere of difficult terrain, dealing 1d6 force damage to anything within the radius every turn.

Whirlwind

When activated, any creature within 15 ft. of you is blasted back 45 ft. After this point, no creature or projectile can get within 15ft. of you.

Battlefield Fallout

At level 14, When you rage, your elemental spirit will temporarily discharge from your statue and decimate the area in a 50 ft. radius. This turns the ground into difficult terrain, and temporarily imbues the ground with magic.

Area of Aether

When you rage, The ground shatters  into small islands no larger than a 15ft. cube. when This happens, all the chunks shoot into the sky at varying heights anywhere from 20ft. off the ground to 80ft.

Area of Gaea

When you rage, The ground shatters  into small islands no larger than a 15ft. cube. On your turn an arm made of shifting earth will shoot out of the ground and grapple a living being of your choosing.

Area of Incineration

When you rage, The ground shatters  into small islands no larger than a 15ft. cube. Underneath, the earth is transformed into Lava, dealing 2d12 fire damage to anyone unlucky enough to fall in each turn.

Area of Ocean

When you rage, The ground shatters  into small islands no larger than a 15ft. cube. Underneath, the earth is temporarily transformed into a bottomless ocean.

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