Base Class: Barbarian
You find out how to infuse your weapons to deal different types of damage than is natural.
Elemental Aura
Starting at 3rd level, you emanate an elemental aura while you rage. Your weapons can deal damage of whichever element you choose, and you become resistant to that type. You also ignore resistances to the damage type you have active, and automatically know if the creature you attack has immunity to your elemental attacks on a hit.
Your aura has an effect on your weapons that activates when you enter your rage. Choose fire, acid or poison. Your aura’s effect depends on that chosen element, as detailed below. You can change your element choice whenever you take a long rest.
From 6th level, you also get to choose between cold, thunder or lightning, and can now change your elemental aura on a Bonus Action, and when you activate Rage.
From 10th level you also get to choose between psychic and force.
Acid
When this effect is activated, your weapons now deal acid damage. You also have resistance to acid damage.
Cold
When this effect is activated, your weapons now deal cold damage. You also have resistance to cold damage.
Fire
When this effect is activated, your weapons now deal fire damage. You also have resistance to fire damage.
Force
When this effect is activated, your weapons now deal force damage. You also have resistance to force damage.
Lightning
When this effect is activated, your weapons now deal lightning damage. You also have resistance to lightning damage.
Poison
When this effect is activated, your weapons now deal poison damage. You also have resistance to poison damage.
Psychic
When this effect is activated, your weapons now deal psychic damage. You also have resistance to psychic damage.
Thunder
When this effect is activated, your weapons now deal thunder damage. You also have resistance to thunder damage.
Elemental Soul
At 6th level, your weapons gain additional effects, even when your aura isn’t active. The effect is based on which element you have active. As a bonus action on your turn, you can also change the element of your aura.
Fire
Your weapons deal an additional 1d6 fire damage, and you can cast Control Flames at will, even while Raging. Moreover, when you deal fire damage, you can roll a d20, and if the result is greater than 14, that creature takes 1d6 fire damage at the start of it’s next turn.
Acid
Your weapons deal an additional 1d6 acid damage, and you no longer get burnt when touching any sort of acidic substance or chemicals. Moreover, when you deal acid damage, you can roll a d20, and if the result is greater than 14, the next time it moves or attacks, it takes an additional 1d6 acid damage.
Poison
Your weapons deal an additional 1d6 poison damage, and you no longer suffer the effects of being poisoned. Moreover, when you deal poison damage to another creature, you can roll a d20, and if the result is greater than 14, that creature becomes poisoned until the start of your next turn.
Cold
Your weapons deal an additional 1d6 cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, when you deal cold damage, you can roll a d20, and if the result is greater than 14, that creature’s speed is reduced to 0, and it can’t be increased until the end of it’s next turn.
Thunder
Your weapons deal an additional 1d6 thunder damage, and you can’t be unwillingly moved by any means. Moreover, when you deal thunder damage, you can roll a d20, and if the result is greater than 14, that creature is deafened until the end of it’s next turn.
Lightning
Your weapons deal an additional 1d6 lightning damage, and you can always hear everything you would have otherwise, even if you’ve been deafened, or are under the influence of silence. Moreover, when you deal lightning damage, you can roll a d20, and if the result is greater than 14, that creature is blinded until the end of it’s next turn.
Force
Your weapons deal an additional 1d6 force damage, and bypass attack rolls. Moreover, when you deal force damage, you can roll a d20, and if the result is greater than 14, that creature cannot take any reactions until the end of it’s next turn.
Psychic
Your weapons deal an additional 1d6 psychic damage, and you can teleport to any space within 5 feet of an enemy you hit. Moreover, when you deal psychic damage, you can roll a d20, and if the result is greater than 14, that creature must subtract 1d4 from the next saving throw it makes.
Acid
Your weapons deal an additional 1d6 acid damage, and you no longer get burnt when touching any sort of acidic substance or chemicals. Moreover, when you deal acid damage, you can roll a d20, and if the result is greater than 14, the next time it moves or attacks, it takes an additional 1d6 acid damage.
Cold
Your weapons deal an additional 1d6 cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, when you deal cold damage, you can roll a d20, and if the result is greater than 14, that creature’s speed is reduced to 0, and it can’t be increased until the end of it’s next turn.
Fire
Your weapons deal an additional 1d6 fire damage, and you can cast Control Flames at will, even while Raging. Moreover, when you deal fire damage, you can roll a d20, and if the result is greater than 14, that creature takes 1d6 fire damage at the start of it’s next turn.
Force
Your weapons deal an additional 1d6 force damage, and bypass attack rolls. Moreover, when you deal force damage, you can roll a d20, and if the result is greater than 14, that creature cannot take any reactions until the end of it’s next turn.
Lightning
Your weapons deal an additional 1d6 lightning damage, and you can always hear everything you would have otherwise, even if you’ve been deafened, or are under the influence of the silence spell. Moreover, when you deal lightning damage, you can roll a d20, and if the result is greater than 14, that creature is blinded until the end of it’s next turn.
Poison
Your weapons deal an additional 1d6 poison damage, and you no longer suffer the effects of being poisoned. Moreover, when you deal poison damage to another creature, you can roll a d20, and if the result is greater than 14, that creature becomes poisoned until the start of your next turn.
Psychic
Your weapons deal an additional 1d6 psychic damage, and you can teleport to any space within 5 feet of an enemy you hit. Moreover, when you deal psychic damage, you can roll a d20, and if the result is greater than 14, that creature must subtract 1d4 from the next saving throw it makes.
Thunder
Your weapons deal an additional 1d6 thunder damage, and you can’t be unwillingly moved by any means. Moreover, when you deal thunder damage, you can roll a d20, and if the result is greater than 14, that creature is deafened until the end of it’s next turn.
Elemental Protection
At 10th level, you learn to use your mastery of the elements to protect others. Each creature of your choice has the damage resistance you gained from the Elemental Aura feature while the creature is within 10 feet of you.
Elemental Storm
At 14th level, the power of the element you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Elemental Aura.
Fire
When a creature within 10 feet 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 fire damage equal to half your barbarian level.
Acid
When you hit a creature within 10 feet with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature gets covered in acid, and takes acid damage at the start of it’s next turn equal to half your barbarian level.
Poison
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature gets poisoned until the end of it’s next turn.
Cold
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature has disadvantage on the next weapon attack roll it makes before the end if it’s next turn.
Thunder
When a creature within 10 feet of you hits you, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the creature must use it’s reaction to move 5 feet away from you.
Lightning
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature gets blinded until the end of it’s next turn.
Force
When a creature within 10 feet of you hits you, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, they get hit by the same amount of damage as you took.
Psychic
When you hit a creature within 10 feet of you, you can use your reaction to force that creature to make an Intelligence saving throw. On a failed save, that creature must choose whether it gets a move, an action or a bonus action on it's next turn; it gets only one of the three.
Acid
When you hit a creature within 10 feet with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature gets covered in acid, and takes acid damage at the start of it’s next turn equal to half your barbarian level.
Cold
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature has disadvantage on the next weapon attack roll it makes before the end if it’s next turn.
Fire
When a creature within 10 feet 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 fire damage equal to half your barbarian level.
Force
When a creature within 10 feet of you hits you, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, they get hit by the same amount of damage as you took.
Lightning
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature gets blinded until the end of it’s next turn.
Poison
When a creature comes within 5 feet of you, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature gets poisoned until the end of it’s next turn.
Psychic
When you hit a creature within 10 feet of you, you can use your reaction to force that creature to make an Intelligence saving throw. On a failed save, that creature must choose whether it gets a move, an action or a bonus action on it's next turn; it gets only one of the three.
Thunder
When a creature within 10 feet of you hits you, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the creature must use it’s reaction to move 5 feet away from you.
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