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 Control Flames, Gust, Mold Earth and Shape Water.

Element Enhancement

At 3rd level, you learn a ritual that can enhance your melee weapons whit with the powers of the elements of earth, fire, cold water, and wind . Your weapon also count enchanted weapon counts 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.

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 in the ground and a big fissure 5 feet wide and 20 feet long extends forth, this fissure extends 20 feet down unless the terrain would prevent this, in which case the fissure extends as far down as it physically can. Creatures in the area mus make a Dexterity Saving Throw against your spell DC. They take 2d6 +1d4 and are knocked prone if they fail, or half as much if they succeed and are not 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. Dexterity Saving Throw against your spell DC. People who fail get knocked prone and take 1d4 thunder damage.

Fire Enhancement

Your melee weapon attacks deal an additional +1d4 fire damage with the bonded weapon.

Water Enhancement

Your melee weapon attacks deal an additional 1d4 cold damage with the bonded weapon.

Wind Enhancement

Your enchanted weapon gains the following property: Range 30 ft. Allowing you to make melee weapon attacks up to a range of 30 feet, dealing thunder damage instead of its normal damage type. This can only be used once per turn

Protection of the elements

While raging, when you are struck by elemental damage, you can use your reaction to give yourself resistance to that damage. You can do so a number of times equals to your Wisdom modifier

Fear the elements

At 10th level, your rage also fuels your allies. As a bonus action you unleash a battle cry with your elemental power choose a number of creatures within 60 feet equal to 1 + your Wisdom modifier (minimum of 1) and choose either fire, cold, thunder, or acid. Each creature you chose gains resistance to the damage type you selected and deals an extra 1d6 points of damage corresponding to the damage type you selected on melee attacks for 1 minute.

Elemental Rage

Harnessing the elements while raging, 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

Previous Versions

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