Base Class: Barbarian
Barbarians that follow the path of the elemental beast call upon three different elemental spirits to handle their enemies in various ways. They can summon the spirit of the watery turtle, the grassy frog, and the fiery dragon to rush around the battlefield and defeat their foes.
Elemental Spirits
At 3rd level, barbarians of the path of the elemental spirit can call upon the elements to aid them. When you enter a rage, you can choose one of the following forms to take on for the remainder of that rage:
Watery Turtle.
Your speed increases by 10 ft., and when you take the attack action, you add 1 cold damage for every 5 ft. you have moved that turn.
Grassy Frog.
The range of your melee attacks increases by 20 ft., and you deal an additional 1 poison damage for every 5 ft. away from your target you are.
Fiery Dragon.
You are able to move through your enemies spaces, but not stop there. When you move through someone's space, they take 3 fire damage.
Elemental Variety
At 6th level, you gain the power to quickly change the elements of which you call upon. While raging, you can switch the type of elemental spirit you have called upon as a bonus action.
Heart of the Beast
Starting at 10th level, your connection to the elemental spirits you call upon strengthens. You gain resistance to cold, poison, or fire damage, and you can swap which one as a bonus action. While you have an elemental spirit called upon, your resistance matches the spirit.
In addition, the damage that you deal from your elemental spirits feature increases by 1 for each time it would activate.
Bestial Elements
At 14th level, your bond to elemental spirits reaches its maximum potential. While raging, you gain the following benefits based on which spirit you have called upon:
Watery Turtle.
When you hit someone with a melee attack and have moved at least 10 ft. on your turn, you can push the target up to 10 ft. away from you.
Grassy Frog.
When you hit someone with a melee attack from over 10 ft. away, they must make a DC 14 Constitution saving throw or be poisoned for 1 minute. They can repeat the saving throw at the end of each of their turns.
Fiery Dragon.
You gain a flying speed equal to your walking speed, but you fall at the end of your turn.
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