Barbarian
Base Class: Barbarian

Every barbarian tribe has those who strive to be strong, but there’s the occasional warrior who is truly mighty. These exemplifications of greatness and power find themselves chosen by the forces of nature, they are granted the power of the elements. Barbarians who follow this path have the capability to conjure their rage in the form of a weapon made of pure elemental energy.

Primal Speech

When you choose this path at 3rd level, you now understand the voices of the elements. You learn how to speak the Primordial language. And have advantage on Charisma checks against Elementals.

Arsenal of the Elements

Starting at 3rd level, your connection to the powers of the elements have granted you a powerful arsenal of weapons made of elemental energy. When you enter a rage, you can choose to summon a primordial weapon. Each weapon has the two-handed property and unique properties based on its element.

Inferno Greatsword. When you enter a rage, you can summon an Inferno Greatsword, a blazing blade of pure fire that burns with an intense heat that threatens to scorch anything it comes in contact with. Once on each of your turns, when you take the attack action flames erupt from the point of the sword giving it the reach property until the end of the turn.

Glacial Maul. When you enter a rage, you can summon a Glacial Maul, a frozen crystal affixed to an icicle-like shaft than emits a frigid fog. Whenever you hit a creature with an attack, that creature must make a Constitution saving throw or its speed is reduced by 10 feet. This effect can stack and lasts until the start of your next turn. The DC equals 8 + your Strength modifier + your proficiency bonus.

Storm Greataxe. When you enter a rage, you can summon a Storm Greataxe, a cloud-like substance takes the shape of a bearded greataxe sparking with lightning. When you wield it with both hands, it vibrates with thunderous intensity and deals an extra 1d6 thunder damage. You can also choose to wield this weapon with one hand, when you do so it shrinks to the size of a large battleaxe and gains the thrown property. While in one hand, the Storm Greataxe deals 1d8 lightning damage and can be thrown up to 40 feet, you must use a bonus action to resummon the weapon.

Raw Might

At 6th level, your affinity with the primordial weapons has awakened additional effects in the weapons you summon. You gain the following features:

Inferno Greatsword - Cinders That Linger: The flames that erupt from your blade now cling on to whatever creature it comes in contact with, once per turn when you hit a creature with the Inferno Greatsword, burning cinders remain at the point of contact. These cinders deal 1d6 fire damage at the start of each of your turns. The creature can use their action to put out the remaining flame. 

Glacial Maul - Frostbound Shackles: When you use the attack action and attack the same creature both times, if that creature fails both Constitution saving throws, thick pieces of ice form on the creature. This ice restricts the creature's movements, limiting the amount of attacks it can make to 1 and reducing its speed to 0. The ice only lasts until the beginning of your next turn.

Storm Greataxe - Static Buildup: The lightning coursing through the Storm Greataxe begins to grow stronger with consecutive attacks against a single target. When you repeatedly attack the same creature, the lightning damage increases to 2d12 with both hands and 2d8 when held in one. This effect ends when you attack a new creature.

Strike The Earth

At 10th level,  the power of your rage allows you to send elemental energy through the earth. Each primordial weapon gains a new action, listed below. You can use this feature once per rage.

Inferno Greatsword - Molten Eruption: As an action, you can plunge the Inferno Greatsword into the ground beneath you. As you do so, flames begin to flare up from cracks forming in the ground. All creatures within 10 feet of you must make a Dexterity saving throw. On a failed save a creature takes 5d6 fire damage, or half as much of a successful one.

Glacial Maul - Bleak Shockwave: As an action, you slam down the Glacial Maul causing a wave of ice crystals to jut out of the ground. The area within 15 feet of you becomes difficult terrain for every creature but you. Any creature in that area immediately takes 3d6 cold damage, and creatures other than you take 2d4 cold damage when they walk through this area. This effect ends when you lose your rage.

Storm Greataxe - Booming Tide: As an action, you smash the Storm Greataxe into the ground in front of you. A cloud of roaring thunder and flashes of lightning takes up the space of a 15 foot cone and creatures in the cone immediately take 3d8 lighting damage and must make a Constitution saving throw. On a failed save they take 2d8 thunder damage. If they fail the saving throw by more than 5, they are deafened.

Natural Armor

At 14th level,  your capacity to manifest the elements has improved so that when you summon a primordial weapon, the primordial energy spreads to protect part of your body. While you have a primordial weapon summoned you gain +1 to your AC and other benefits depending on the weapon you summon. The benefits you gain are listed below: 

Inferno Greatsword - Blazing Bracers: The flames of the Inferno Greatsword leap from its blade and wrap around your wrists forming armguards. You gain resistance to fire damage and when you are hit with a melee attack, the creature making the attack takes fire damage equal to your proficiency bonus.

Glacial Maul - Winter Gauntlets: The ice from the Glacial Maul spreads across both hands and takes the shape of armored gloves. You can resistance to Cold damage and gain the Freezing Touch action.

Freezing Touch. As an action you reach out with an open hand and place it on a creature. That creature must succeed a Constitution saving throw or become incapacitated for 1 minute, as ice begins to radiate from the point of impact freezing them solid. While incased in ice a creature has resistance to all physical damage except bludgeoning. At the end of each of its turns, the frozen creature can make another Constitution saving throw. On a success, the effect ends on the creature. You can only have a single creature frozen at a time.

Storm Greataxe - Helm of the Tempest: A cloud encases your head creating the visage of a warrior’s helmet. You can resistance to lightning damage and gain the Grand Impact bonus action.

Grand Impact. After taking the attack action, you can use your bonus action to rear back at slam your helmet into a creature that’s within 5 feet of you. Make a melee attack, if it hits the creature takes 2d10 thunder damage. If the creature is of your size or smaller it must make a Strength saving throw, if it fails it is knocked back 10 feet.

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