Barbarian
Base Class: Barbarian

Watching as his skin freezes over, the human turns and strikes the brutish orc.

The male dragonborn grins as fire swirls around his skin, charring an oncoming horde.

The female goliath watches as the goblin leader is dragged 50ft into the air kicking and screaming, she waves her hand in the air and watches dispassionately as it hurtles towards the ground.

A barbarian on the path of the elemental exists for the only purpose to serve nature.  The forces of power that nature give are nothing more than a tool that these barbarians utilise in order to follow natures own path. Using this force also allows these barbarians to tap into their innate abilities, which create almost supernatural effects.

Elemental Protection

At the end of a long rest, you can grant yourself one resistance to one type of damage. (E.g. Cold, Fire, Lightning, etc)

Elemental Binding

 At 3rd level, when you take this path, you choose an element and gain its feature. Your physical appearance slightly changes due to the element you choose. For example, if your element was fire your eyes might have a subtle red hue or glow slightly, if your element was lightning you might have blueish tattoos streaking across your skin, or if your element is water your eyes might tend towards shifting shades of blue.

Air

While you are raging your speed increases by 15ft and you can travel vertically with this speed, falling to the ground at the end of your turn. Your speed increases by 10ft at levels 7,11,15 and 19 (E.g. Level 7 = 25ft, Level 11 = 35ft.)

Earth

While you’re raging, you and allies within 20ft. gain 1d8 temporary hit points. This increases by a d8 at levels 7,11,15 and 19 (E.g. Lvl 7 = 2d8, Lvl 11 = 3d8.)

Fire

While raging, you deal an extra 1d6 fire damage with weapon attacks and 1d4 fire damage in a 20ft. circle. This damage increases by 1d6 and 1d4 at levels 7,11,15 and 19 (E.g. Lvl 7 = 2d6 & 2d4, Lvl 11 = 3d6 & 3d4)

Water

While you’re raging, you gain a + 1 bonus to your Armour Class. This increases by 1 at level 11 (E.g. 3 = + 1, 11 = +2.) 

Elemental Enhancement

At 6th level, you gain a new magical enhancement based on a new element.

Ice

Your element coats your hands, freezing them solid. Your unarmed strikes deal 1d8 + STR mod bludgeoning damage. The damage increases by 1d8 at levels 12,18. (E.g. Level 12 = 2d8, Level 18 = 3d8)

Lightning

Your body takes the form of lightning in order to protect itself. When you are struck with a melee weapon attack your body naturally lashes out, dealing 2d6 lightning damage to the attacker (Dex save for half). This damage increases by 1d6 at levels 12,18. (E.g. Level 12 = 3d6, Level 18 = 4d6)

Nature

When raging, the ground around you breaks and twists, becoming difficult terrain in a 10ft. square. Any enemy within this square must spend 3 feet of movement for each foot moved. The size of the square increases by 5ft. at levels 12,18. (E.g. Level 12 = 15ft., Level 18 = 20ft.)

Thunder

As a bonus action you can emit a thunderous burst of energy, each creature within a 10ft. cube must make a CON save (DC = 8 + prof + CON), or take 1d8 thunder damage and be pushed 15ft. away from you. The distance pushed increases by 10ft. at levels 12,18. (E.g. Level 12 = 25ft., Level 18 = 35ft.)

Elemental Immunity

At 10th level, you have immunity to one type of damage that your rage grants you. (E.g. Fire rage gives immunity to fire damage, Cold rage gives immunity to cold damage, etc)

Elemental Ascendence

At 14th level, you finally ascend with your chosen element, reaching the highest form you can.

Blizzard

While you’re raging, any attack aimed at you or an ally within 10ft. of you is made with disadvantage as a vicious blizzard swirls around you. You also gain the benefits of half-cover.

Force

While raging, you can use a bonus action to force an enemy to make a DEX save (DC 8 + prof + CON) or take 6d8 force damage and be pushed up to 50ft. (including vertically), if they fail the save they cannot be targeted in this way again until 1 day has passed.

Metal

While you’re raging, if you strike a non-magical metal set of gear or weapon with an unarmed strike it takes a -1 penalty to its statistics, once the penalty reaches -5 the gear breaks, rendering itself useless until repaired.

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