Barbarian
Base Class: Barbarian

The Fury of the North harnesses the elemental power of the Great frozen north to empower their rage-filled strikes

Elemental Fury

Starting at 3rd level, you gain the ability to imbue your strikes with elemental power.

Once per turn when you hit a creature with a melee attack while raging you can expend one use of this feature to apply one of the following effects. You have a number of uses of this feature equal to your proficiency modifier and regain all uses when you finish a short or long rest. 

If your attack effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

The damage of this feature is represented by your Fury Die which is a d4. At level 6 your Fury Die grows to a d6. At level 10 it becomes a d8. At level 14 it becomes a d10.

Avalanche. All damage of your attack is converted to cold damage and you deal an additional 1 Fury Die of damage The target must succeed on a Strength Saving Throw or be pushed back 10 feet and be knocked prone.

Storm Strike. All damage of your attack is converted to lightning damage and you deal an additional 3 Fury Dice damage.

Thunderfall. All damage of your attack is converted to thunder damage. All creatures in a 15 foot behind your target must make a Constitution Saving Throw, talking 3 Fury Dice thunder damage on a failed save, or half as much on a successful one.

Aspect of the Northern Spirits

Beginning at 6th level, when you begin your rage you can choose to embody one of the following spirits of the north to augment your rage.

Spirit of the Frost Wolf. While raging you have resistance to cold damage and cannot be frightened or charmed while flanking a hostile creature. While flanking a hostile creature you have a special form of advantage against the flamked target that cannot be reduced to a single roll by any means, including any number of sources of disadvantage. 

Spirit of the Thunderhawk. While raging you have resistance to thunder damage and gain a flying speed equal to your walking speed at the start of each turns that lasts for your turn. If you end your turn in the air you fall. While flying, opportunity attacks you provoke are made at disadvantage. 

Spirit of the Ursine Tempest. While raging you have resistance to lightning damage and creatures that have you flanked do not gain advantage on melee attacks against you from flanking. 

Mystery Feature

Temp

Mystery Feature #2

Temp