Base Class: Barbarian
yup
Elemental Rage
At 3rd level, when you enter your rage choose an element: fire, lightning, or cold. While you are in a rage you have resistance to damage of your element. Additionally, when you deal damage with a melee weapon, you can add damage of your element’s type to the same target equal to your proficiency bonus.
Elemental Savagery
Starting at 6th level, when you use Elemental Rage you can choose one of the following additional options:
• Gain one additional elemental resistance
• Increase the elemental damage to two times your barbarian level but lose your elemental resistance granted by this subclass, but not any resistances you already have.
• Extend your resistance to all allies within 10 feet of you but lose your elemental damage
• Gain one additional elemental resistance
• Increase the elemental damage to two times your barbarian level but lose your elemental resistance granted by this subclass, but not any resistances you already have.
• Extend your resistance to all allies within 10 feet of you but lose your elemental damage
Elemental Resilience
Starting at 10th level, you always have resistance to fire, lightning, and cold damage. When you use the Elemental Rage or Elemental Savagery features, they grant immunity to the damage type you choose instead of granting resistance.
Conduit
Starting at 14th level, when you are raging you can use your action to call forth untamed elemental power. Based on your choice of element when you used the Elemental Rage feature, you can use the following effects once per rage. If an effect requires a saving throw, the DC is equal to 6 + your Strength modifier + twice your proficiency bonus.
• Fire: An explosion of fire centered on your space expands in a sphere around you for 15 feet in all directions unless blocked by full cover. All creatures caught in the blast must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save and half as much on a successful save.
• Lightning: Lightning streaks out from you in a line 30 feet long and 5 feet wide in any direction you choose. Creatures caught in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save and half as much on a successful save.
• Cold: A blast of frozen air extend out from you in a 30-foot cone. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save and half as much on a successful save. All creatures affected have their movement speed halved until the end of your next turn.
Comments