Base Class: Barbarian
Barbarians that follow this path have unlocked their true potential through an unspecified turn of events. These barbarians have unlocked the power of their element that reflects who they truly are. Radiant barbarians tend to be honest, kind-hearted, and timid. Thunder barbarians tend to be energetic, obnoxious, and loud. Necrotic and Poison barbarians tend to be very untrustworthy, shady, and evil people, although, poison barbarians tend to be more savory of people. Lightning barbarians are more stealthy, fast, and slim. Fire and Barbarians are courageous, determined, and clever. Acid Barbarians are typically outcasts and have very twisted minds.
Each class gets a elemental bolt that does 1d10 elemental damage and will start on fire, rot, get poisoned, freeze, or melt if possible
Elemental Aura
Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.
Fire. The ground burns around you, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. If user decides to sacrifice their aura they may to use 1d10 physical damage for a single turn or if above level 15 uses 1d20
Radiant. A ball of magical light radiates from your body, all other creatures in your aura take 3 radiant damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th level. If user decides to sacrifice their aura they may do 1d10 radiant damage on a single foe or if above level 15 uses 1d20
Ice. A magical ice storm forms all around you, all other creatures in your storm take 2 cold damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. If user decides to sacrifice their aura they may do 1d10 Ice damage on a single foe or if above level 15 uses 1d20
Thunder. Your voice turns to a thundery boom, all other creatures in your aura take 2 thunder damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. If user decides to sacrifice their aura they may do 1d10 thunder damage on a single foe or if above level 15 uses 1d20
Necrotic. the grass withers around you, all other creatures in your aura take 1 Necrotic damage each. The damage increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th level. If the user decides to sacrifice their aura and corrupt a foe to fight for you. The controlled foe then has half health and does half damage. Foe must roll a constitution saving throw
Poison. Your breath turns to a potent fume, all other creatures in your aura take 3 poison damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th level. Unlike other elements the poison aura covers 35 feet
Lightning. electricity starts shooting from your body, all other creatures in your aura take 2 lightning damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. If user decides to sacrifice their aura they may do 1d10 thunder damage on a single foe or if above level 15 uses 1d20
Acid. a viscous liquid starts oozing from every orifice of your body, all other creatures in your aura take 3 acid damage each and a bonus 3 damage to any physical attack. This damage increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th level.
Elemental Soul
You gain immunity to the element you chose.
Shielding Element
At 10th level, you learn to use your mastery of the element to protect others. Each creature of your choice has the damage resistance you gained from the Elemental Soul feature while the creature is in your Elemental Aura.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes elemental damage equal to your Barbarian level and has another effect based on your element.
Fire. roll a 1d6 for bonus damage from the failed saving throw
Ice. foes speed is stuck is stuck at 0 until next turn.
Radiant. gain a second action in this or next turn
Thunder. Creature is struck prone
Necrotic. Bonus +3 necrotic damage
Poison. Bonus +3 poison damage
Lightning. Creature takes +2 lightning damage and is incapacitated until next turn
Acid. Creature takes +4 acid damage
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.