Barbarian
Base Class: Barbarian

This path is open for testing, if it's blatantly overpowered do let me know, any feedback or advice on things is GREATLY appreciated. This is entirely based off of a homebrew post on the D&D wiki and most credit goes to the creator (who's name I can not find), I just changed up a couple stat blocks, wording, and removed a chunk of abilities to allow this to be used as a subclass of barbarian.

 

Some barbarians choose to take the path of the elements, seeking to further themselves in becoming tuned with nature and the elements. The path of the elements allows the barbarian to become a mediator between the mortal realm and the elemental plane. They commune with their ancestors and act as a balance to the elemental forces to smite their foes and to assist their allies.

Elemental Whisperer

When you choose this path, immediately gain access to the Primordial language or Sylvan if you already know it.

Lightning Shield

Starting at 3rd level, you gain lightning shield as an action. Upon activation, the caster is surrounded in crackling lightning that protects the caster from harm. Whenever an enemy makes a melee attack against you while the shield is present, the attacker takes 1d4 lightning damage and gives the shield one charge. When the shield reaches 4 charges it explodes, dealing 2D6 lightning damage to all creatures in a 20 foot radius. Additionally, while the shield is active, the caster is resistant to lightning damage. The explosion damage increases to 3D6 at level 6, 4d6 at level 14, and 5d6 at level 18. The shield lasts for 1 hour and can be dismissed as an action by the caster. The shield only explodes upon reaching 4 charges. This can be used a number of times equal to your wisdom modifier and you recharge an amount equal to half your wisdom modifier (rounding down) after a short rest and recharge all uses after a long rest.

Totems

As a bonus action, you can bind the elemental energies into a singular totem of your choice. You can only have one totem per element active at a time, but can have any combination of elements active at a time, including all of them at once. They have an AC equal to the Shaman's Spell Save DC, 1 HP, and can be placed anywhere within 30ft of the Shaman granted the area is not obstructed. The totems effect dice increase to 2d4 at 5th level, 3d4 at 9th level, 2d8 at 13th level, and 3d8 at 17th level.

Searing Totem (Fire). Each of your turn this totem is active it inflicts 1d4 fire damage to a creature of the Shaman's choice within 20 ft of the totem. This totem is active for 1 minute.

Earthbind Totem (Earth). While this totem is active, terrain within 20 feet of it is considered as difficult terrain to any creature of the Shaman's choice. This totem is active for 1 minute.

Healing Stream Totem (Water). Each of your turn this totem is active, it restores 1d4 Hit Points to a creature of your choice within 20 ft of the totem. This totem is active for 1 minute.

Grounding Totem (Air). While this totem is active, the first time an ally within 20 ft of the totem would be affected by an offensive spell, the totem nullifies the spell entirely and then crumbles to dust. The totem is active for 1 minute.

Spellcasting

Spell Save DC = 8 + your proficiency bonus + your wisdom modifier

Spell Attack Modifier = your proficiency bonus + your wisdom modifier

Gain 2 of the cantrips and 3 of the first level spells listed below, you have 3 first level spell slots.

Cantrips (0 level). Fire bolt, Friends, Guidance, Produce Flame, Ray of Frost, Resistance, Shocking Grasp, Light, Mold Earth, Gust, Chill Touch, Lightning Lure

1st level. Animal Friendship, Burning Hands, Absorb Elements, Cure Wounds, Speak with Animals, Detect Magic, Healing Word, Earth Tremor, Ice Knife, Entangle, Thunderwave, Feather Fall, Bless, Fog Cloud

Far Sight

Starting at 6th level, you gain the ability of Far Sight. Choose any point you can see within a range of 120 ft. Upon choosing this spot, you instantly see from that point as if you were standing there. This lasts 5 minutes and can only be used once before a short rest.

Ghost Wolf

At 6th level, you learn to transform your body into that of a wolf. As an action, you transform into the shape of a transparent, ghostly wolf, allowing you to move at twice your base speed and gaining advantage against movement impairing effects including difficult terrain. While in this form, your transparent body gives you advantage on stealth checks, but you are still visible and can be attacked as normal without the effects of invisibility. While in this form, you can not attack and can only gain the bonuses listed here. You are reverted back to your original form if you are knocked unconscious, or for free as an action.

Totemic Projection

At 10th level, your mastery over the elemental powers bound to your totems increases and you're able to relocate your totems using your spiritual powers. As a bonus action, you can choose to move one or more active totems to the specified location within 30 ft of you given the area is unobstructed.

You learn how to summon multiple totems at the same time. As a bonus action, you may summon up to 4 totems of different elements at the same time. You may do this a number of times equal to your wisdom modifier, this ability refreshes at the end of a long rest.

You may replace your searing totem with a fire elemental totem as a bonus action. The totem is immediately consumed and summons a fire elemental which takes its turn immediately after yours and dissipates after 1 minute. It will not attack you or your party, even if mind controlled. After using this feature, you must finish a long rest before using it again.

Master of the Elements

Starting at 14th level, you become a master of the elements. You may choose one of the following elemental damage types: Fire, Cold, Lightning, and Thunder. You are permanently resistant against damage of that type.

Bloodlust

Starting at 14th level, as an action, for the next 2 rounds, you and each ally within 30 ft of you can take an additional action on their turns, on top of their normal action and possible bonus action.

Once you use this feature, you must finish two long rests before you or any allies can be affected by this again.

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