Barbarian
Base Class: Barbarian

Born with an innate bond to the primal forces of the elemental planes, your emotions stir storms, quakes, and tides within your very blood. When your rage manifests so do these elements- erupting outward in violent, unpredictable surges. Through discipline and grit you’ve learned to channel this power—but the wild fury of the elements can never be fully tamed.

Elemental Strike

3rd-level Path of Wild Elements Feature

Your weapon attacks are empowered with elemental energy- once per turn while when you hit with a melee weapon attack you deal an additional 1d6 + your half your barbarian level rounded down damage based on your elemental infusion

Elemental Infusion--when you enter a rage roll a D6- depending on the roll you do additional damage of that element during the duration of your rage and depending on the element additional effects may happen- the save DC for all of these effects is 8+ your proficiency + your strength modifier

1- Acid, once per turn when you hit the target must make a dexterity saving throw or their AC is reduced by 2 until the start of your next turn

2- Cold, once per turn when you hit the target must make a constitution saving throw or their speed is halved

3- Fire, once per turn when you hit the target must make a dexterity saving throw or they catch on fire taking 1d4 fire damage at the start of each of its turns until itself or another creature with an intelligence score of 8 or higher takes an action to put the flames out or after 1 minute

4- Lightning, once per turn when you hit the target must make a dexterity saving throw or they cannot take reactions until the start of their next turn 

5- Thunder, once per turn when you hit the target must make a strength saving throw or they are knocked prone

6- Force, once per turn when you hit the target must make an strength saving throw or they are pushed 15 ft away- if they hit a wall before the 15ft is completed they take an additional 1d6 bludgeoning damage

The table upgrades when you reach level 11

Strength Of The Elements

3rd-level Path of Wild Elements feature

When you enter a rage before you roll for elemental strike you can choose to gain resistance to 1 of the 6 elements that are listed in your elemental strike feature

Elemental Alignment

6th-level Path of Wild Elements feature

Once per short rest when you enter a rage and pick the resistance and then the 1d6 you roll for your elemental strike is the same, the elements align within you- bursting into a state of heightened elemental power, as ice fire acid lightning and wind swirls in a torrent around you

you gain temp Hp equal to 2X your barbarian level and you gain resistance to all damage types on your elemental strike table 

Elemental Adept

10th-level Path of Wild Elements feature

additional damage from your elemental strike feature ignores resistance

Elemental punishment- As a reaction when a creature fails a saving throw against your elemental strike the effect detonates on that creature- they must make a strength saving throw or take a number of 1d6's equal to your constitution modifier of that elemental damage- you can do this a number of times equal to your constitution modifier per day

Elemental Perfection

14th-level Path of Wild Elements feature

Whenever you roll on the elemental fist table you roll twice and both outcomes activate 

both effects can be triggered on the same turn but not on the same attack.

when you rage you can choose now to gain resistance to 2 of those damage types when you go into a rage so your likeliness of triggering elemental alignment is higher

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