Barbarian
Base Class: Barbarian

The Path of the Elements calls upon the primal energies to both protect you and deal damage to your foes. This path is one of harmony with the elements, and to do so requires the focus to harness and channel the natural rage of the primordial planes.

Followers of this path also see the strength in both wisdom and harmony, and prefer to fight with a one-handed weapon and shield.

Elemental Guidance

Starting when you choose this path at 3rd level, you can channel elements when you rage. While wielding a one-handed weapon, when you rage and for the duration of your rage you can choose an element to channel as a bonus action on each of your turns. When channeled you gain resistance to the type of damage that corresponds to your channeled element, and you can Unleash Elements to add 1d4 damage of that type to an attack. The damage increases to 1d6 at level 8, 1d8 at level 11, and 1d10 at level 17.

There are 4 options for your channel elements:

  • Rockbiter Weapon - Grants Resistance to Acid and Poison Damage - Unleash Acid
  • Flametongue Weapon - Grants Resistance to Fire and Radiant Damage - Unleash Fire
  • FrostBrand Weapon -  Grants Resistance to Cold and Necrotic Damage - Unleash Cold
  • Maelstrom Weapon - Grants Resistance to Lightning and Thunder Damage - Unleash Thunder

For the duration, you can use your Wisdom instead of Strength for the attack and damage rolls of melee attacks using that weapon as a Channeled Strike. The weapon also becomes magical, if it isn’t already. The effect ends if you let go of the weapon.

You have (1 + Wisdom Modifier) number of charges of Unleash Elements. These charges recover after a long rest

Windfury

Beginning at 6th level, while raging and wielding a one-handed weapon you gain the benefits of Windfury.

Channeling energy from the primordial plane of air allows you attacks to build into a vortex of blows. Successfully landing a melee attack against an enemy now grants 1 charge of Windfury. After gathering 3 charges the next melee attack that successfully hits unleashes Windfury causing you to do an additional 2d8 damage. After unleashing Windfury the charges return to 0.

A critical hit grants 3 charges of Windfury to a maximum of 3.

You must be wielding a weapon in one hand to gain this benefit.

Fury of the Elements

Beginning at 10th level, while raging at the start of your turn you can choose to enter a state of elemental fury. When you do so, you gain an extra attack for the next 3 rounds of combat.

Once your fury ends, you can’t use this feature on that creature again for 24 hours.

Master of the Elements

Starting at 14th level, while channeling elements you now gain resistance to most forms of magical attacks. You can now channel all 3rd level Elemental Guidance abilities simultaneously.

While channeling elements you have resistance to fire, radiant, cold, necrotic, acid, poison, thunder, and lightning damage. You can also freely choose what damage type (fire, cold, acid, or thunder) your Unleash Elements will do.

The harmony of the elements around you also grants limited protection against attacks. While channeling elements you also gain +1 AC.

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