Base Class: Barbarian
More than simply physical power, or tireless studies of the arcane arts, an Elemental Blade becomes a knight for the weave itself. To cast a simple spell may be an easy feat, but to harness magic and bolster your mind, body and weapon shows the true extent in which magic can revolutionize combat.
Elemental Spark
Starting when you choose this path at 3rd level, you can add either fire, thunder, force or cold damage to any weapon attacks, in which you are proficient, during your rage. The damage die is 1d4 and counts as magical damage. If you fall unconscious or loose your rage, this elemental effect ends and you must enter another rage to regain it.
Spell Devourer
Beginning at 6th level, you can choose to call out for your blade and have the weapon consume a portion of the spell. Roll a constitution saving throw, with the DC determined by 10 + the spell level. Upon a successful save you are guaranteed a critical strike upon the next attack, this also reduces the damage you take by half regardless if you save. Once you use this feat, you must wait until you finish a long rest.
Elemental Smite
Beginning at 10th level, when you enter a rage, you can additionally choose from lighting, poison and psychic damage. Any of your elemental choices are now an additional 1d8 instead of 1d4.
Anti-Mage
Starting at 14th level, when you see a creature cast a spell within 30ft, you can use your reaction to expend a use of rage and cast counterspell. This counts as a 5th level counterspell, with your spell casting ability modifier being your wisdom score. On a successful counter, your Elemental Smite becomes 3d8 until the end of your next turn.
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