Barbarian
Base Class: Barbarian

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Endowed by the Elements

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Endowed by Air. Your body and weapon are endowed with Elemental Air. Your weapon attacks made using Strength deal an additional 1d6 thunder damage on a hit. Once on each of your turns when you damage a creature with an attack, you regain hit points equal to your proficiency modifier, sapping some of their vitality when you hit.

Endowed by Fire. Your body and weapon are imbued with Elemental Fire. Your weapon attacks made using Strength deal an additional 1d6 fire damage on a hit. Once on each of your turns you may attack an additional time using your bonus action.

Endowed by Water. Your body and weapon are endowed with Elemental Water. Your weapon attacks made using Strength deal an additional 1d6 cold damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to sweep a wave of water and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Endowed by Earth. Your body and weapon are endowed with Elemental Earth. Your weapon attacks made using Strength deal an additional 1d6 force damage on a hit. When you hit with an attack, you may attempt to knock your target prone; they must make a Strength save of DC 6 + your STR Mod + your proficiency + your rage bonus or be knocked prone.

Elemental Adaption

6th-level Path of the Elemental feature

The elemental endowments cause your base weapon damage to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also manifest an elemental adaption. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

You may gain resistance to fire, cold, thunder, or lightning damage until your next short or long rest, where you then may choose a new one.

Tempestuous Ferocity

10th-level Path of the Elements feature

When you hit a creature with your endowed weapons while you are raging, the elemental core within you can overwhelm your target with your tempestuous ferocity. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Locus of the Storm

14th-level Path of the Elemental feature

Your elemental core within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining in your maelstrom. When you enter your rage, you can choose a number of other willing creatures you can see within 60 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled of your chosen elemental endowment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

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