Base Class: Barbarian
Barbarians utilize the primal forces of nature and the powerful energy of rage to fuel themselves in battle, and what is more primal and powerful than the elements themselves. From the tiniest flame or rock, to the mightiest fireball or earthquake, all life and power extends from the elements. Elemental Barbarians utilize this power to enhance their ability to fight, protect, and survive.
Elemental Affinity
The elemental power that resides in the planes of existence becomes the fuel for your rage, allowing you to control them for yourself in your attacks and become protected by them from your enemies.
At third level, when you take this path, you must choose an element to empower yourself from the following options, gaining their features: Acid, Cold, Fire, Lightning, Poison, or Thunder.
When you gain a level in this class, you chan exchange one element for another.
Acid Affinity
You adopt the corrosive potential of acid. While raging, your melee attacks deal an additional 1d8 acid damage. You are also resistant to acid damage.This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Cold Affinity
You adopt the deathly cold nature of ice. While raging, your attacks deal an additional 1d8 cold damage. You are also resistant to cold damage.This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Fire Affinity
You adopt the burning destruction of fire. While raging, your attacks deal an additional 1d8 fire damage. You are also resistant to fire damage. This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Lightning Affinity
You adopt the swift but raw power of lightning. While raging, your attacks deal an additional 1d8 lightning damage. You are also resistant to lightning damage. This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Poison Affinity
You adopt the corruptive power of poison. While raging, your attacks deal an additional 1d8 poison damage. You are also resistant to poison damage. This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Thunder Affinity
You adopt the booming power of thunder. While raging, your attacks deal an additional 1d8 thunder damage. You are also resistant to thunder damage. This damage dice increases to 2d8 at level 6 and 3d8 at level 14.
Elemental Aura
The elemental energy within you explodes out in an aura for you and your allies protection. At 6th level, when you rage, you gain an aura, that surrounds you for 10 feet, based on your elemental affinity option, each aura has a different effect. At 10th level this aura can be applied to a number of allies equal to your proficiency bonus as a bonus action.
Blazing Aura
While raging, any creature that hits you with a melee attack takes fire damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your CON modifier) or else take 4d6 fire damage and have all flammable items ignited. They take half damage on a successful save.
Booming Aura
While raging, any creature that hits you with a melee attack takes thunder damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your CON modifier) or else be deafened until the end of your next turn.
Corrosive Aura
While raging, any creature that hits you with a melee attack takes acid damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8+ your proficiency bonus + your CON modifier) or else be blinded until the end of your next turn.
Electric Aura
While raging, any creature that hits you with a melee attack takes lightning damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your CON modifier) or else be stunned until the end of your next turn.
Freezing Aura
While raging, any creature that hits you with a melee attack takes cold damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your CON modifier) or else be restrained until the end of your next turn.
Venomous Aura
While raging, any creature that hits you with a melee attack takes poison damage equal to your proficiency bonus. They must also succeed on a Constitution saving throw (DC: 8 + your proficiency bonus + your CON modifier) or else be poisoned until the end of your next turn.
Elemental Fury
Whenever you use your reckless attack feature, you deal an extra 3d8 with your elemental affinity. However, when another creature attacks you, you take the elemental damage that you dealt without calculating resistance.
Elemental Mastery
At 14th level, you gain complete control over your elemental affinity. You gain immunity to the element you chose, and a special ability that’s based upon your elemental affinity.
Acid Mastery
You gain immunity to acid damage and to the grappled condition. A number of times equal to your constitution modifier (minimum of one), you can spew a wave of acid onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d8 acid damage. On a success, they take half damage. You regain any spent uses on a long rest.
Cold Mastery
You gain immunity to cold damage and to the restrained condition. A number of times equal to your constitution modifier (minimum of one), you can spray a flurry of ice onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d8 cold damage. On a success, they take half damage. You regain any spent uses on a long rest.
Fire Mastery
You gain immunity to fire damage. A number of times equal to your constitution modifier (minimum of one), you can shoot a blast of flame onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d10 fire damage. On a success, they take half damage. You regain any spent uses on a long rest.
Lightning Mastery
You gain immunity to acid damage and to the stunned condition. A number of times equal to your constitution modifier (minimum of one), you can fire an array of electricity onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d8 lightning damage. On a success, they take half damage. You regain any spent uses on a long rest.
Poison Mastery
You gain immunity to poison damage and to the poisoned condition. A number of times equal to your constitution modifier (minimum of one), you can spray a puff of poison onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d8 poison damage. On a success, they take half damage. You regain any spent uses on a long rest.
Thunder Mastery
You gain immunity to thunder damage and to the deafened condition. A number of times equal to your constitution modifier (minimum of one), you can release a cacophony of sound onto your enemies. All creatures within a 20 foot cone must make a Constitution saving throw (DC: 8 + proficiency bonus + your con modifier) on a failure they take 6d8 thunder damage. On a success, they take half damage. You regain any spent uses on a long rest.
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