Barbarian
Base Class: Barbarian

A barbarian shaman uses the elements power to increase the damage he can deal. A shaman can even use the power of the elements to increase his damage and protect himself.

Shaman Magic

As a shaman you can control the elements of the world. You learn the cantrips Mold Earth, Produce Flame and Shape Water

Element Enhancement

At 3rd level, you learn a ritual that enhance your melee weapons whit the powers of the elements of earth, fire, cold and wind . Your weapon also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.You can have up to two bonded weapons.

At 6th level the damage from 1d4 goes to 1d6.

At 10th level the damage from 1d6 goes to 1d8.

At 17th level the damage from 1d8 goes to 1d12.

Cold Enhancement

You deal an additional 1d4 cold damage

Earth Enhancement

This enhancement works differently for Bladed or Blunt Weapons, like swords and axes or hammers and maces respectively.

Bladed --> As an action you can embed your blade on the ground and a big fissure 5 feet wide and 20 feet long/deep. Those in that area have to do a Dex Saving Throw against your spell DC. They take 2d6 + 1d4 and are knocked prone if they fail, or half as much if they fail, but are still knocked prone.

Blunt --> As an action you can slam your weapon on the ground and cause a earthquake to erupt in a cone 20 foot long, the area becomes difficult terrain. Dex Saving Throw against your spell DC. People who fail get knocked prone and take 1d4 thunder damage.

Fire Enhancement

You deals additional +1d4 fire damage with the bonded wepon.

Wind Enhancement

You can attack with your melee weapon with a range. You can attack normally in 30 feet of range with the force damage.

Protection of the elements

While on Rage when struck by elemental damage, you can use your reaction to use the elements to give you resistance to that damage. You have a number of uses equal to your wisdom modifier.

Elemental Rage

Harnessing the elements while on rage, you can transform yourself in a elemental of your choice. You can talk, but all your equipment is transformed with you. You can only use weapons that are made for elementals and you have to be attuned to them.

Air Elemental

You transform into a Air elemental

Earth Elemental

You transform into a Earth elemental

Fire Elemental

You transform into a Fire elemental

Water Elemental

You transform into a Water elemental

Elemental Affinity

At 10th level you have spent a lot of time communing with this specific element, learning how it works and what is the best way to use it. You can choose a element to add +1d6 of damage.

You can choose this again at level 14 and 18, increasing for another 1d6 each time you choose

Fire Affinity

You have learned with time how to use fire in his best applicability, you gain damage on all attacks in that damage

Ice Affinity

As you get used to ice and it's crystals rules. Learning how it works and how to best use it, you gain more damage in ice related damage.

Elemental Overcharge

At 14th level, you have learned to harness the essence of the elements within your weapons. Once per turn when you hit a creature with your enhance weapon, you deal an extra 4d10 fire, poison or thunder damage based on the weapon enhance to the target, and you can knock the target prone if it is Huge or smaller. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all charges on long rest.

Previous Versions

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4/30/2019 6:43:08 PM
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