Base Class: Barbarian
Some barbarians dwell with the harsh elements, calling up the power of the elemental planes to aid them in battle.
Natural Insulation
Starting at 3rd level, whilst raging you are resistant to acid, cold, fire, lightning and thunder damage. In addition, you have advantage on saving throws against gaining levels of exhaustion.
Elemental Weapons
At 6th level, your weapon attacks become charged with the elements. When you enter a rage, choose one damage type of either acid, cold, fire, lightning, or thunder. Whilst raging, your melee weapon attacks have a +1 bonus to attack rolls and deal an extra 1d4 damage of the damage type you chose.
Quell the Elements
Starting at 10th level, by spending 10 minutes you can ask favours of wrathful elemental forces. Upon completing the ritual you must roll a Constitution check DC 15. On a success you can immediately end a storm or freak natural phenomena so long as you are within 1 mile of it. On a failure you take 6d6 damage, of damage type closely associated to the phenomena.
Elemental Form
Beginning at 14th level, when you enter a rage you can choose to enter one of the following Elemental Forms, each giving you different benefits;
Acid Form
- You are immune to acid damage.
- You gain a climbing speed of 10 ft.
- You can fit through spaces as small as 1 inch wide without squeezing.
Cold Form
- You are immune to cold damage.
- Your armour class increases by 2.
Fire Form
- You are immune to fire damage.
- You gain a hover speed of 10 ft.
- You are unaffected by detrimental speed altering effects of spells and terrain.
Lightning Form
- You are immune to lightning damage.
- Your movement speed is doubled.
Thunder Form
- You are immune to thunder damage.
- Your melee attacks ring with thunder that is audible up to 300 ft away.
- Your melee attacks deal double damage to objects.
- If your melee attack targets a creature, the creature is pushed 10 ft away from you on a hit.
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