Barbarian
Base Class: Barbarian

The tribes of savage humanoids who survive amidst the worlds derive inspiration in their culture and society from the great mystic beasts that dwell in their world. The cultures which originate the Path of the Thunderbird are those who culturally revere Rocs, Thunderbirds, and Stormcrows. Given that the power of some of these mighty beasts can exceed that of mighty dragons, these awesome harrier birds inspire reverence, and some have the cunning to teach their unique magics to shamans among the humanoids in their lands. Often taught these skills but such shamans, the barbarians on this Path learn to move very swiftly, dashing between their foes with extraordinary speed, and when they advance in power, they achieve flight and become terrifying warriors crackling with the energy of storms.

Humans, Orcs, Goliaths, Half-Giants, Aaracokra, and some other races of a more savage bent like Minotaurs have societies which may revere a Thunderbird creature enough to have learned this Path. Most such cultures have to live at least in some relative peace with the creature, as Thunderbirds can often simply devour many medium-sized beings that would unsettle them, not to mention cause horrible storms to blast away threats to their own nests. Shamans or druids of their own race who can speak with beasts like the Thunderbird are the ones who are commonly a sort of "emissary" to the great beast that these barbarians learn from. They are trained by the cunning of the great beast and the wisdom of these emissaries in how to protect their lands and hunt with terrifying efficiency.

Sense of the Wind

3rd-level Path of the Thunderbird feature

At 3rd level when you choose this Path, you gain training in how to sense the wind and move in it or against it smoothly and ably. You gain the Mobile feat, or if you already have this feat, you may choose another feat instead.

Additionally, you have advantage on Survival checks related to the weather.

Aerial Assault

6th-level Path of the Thunderbird feature

At 6th level, you have learned to assume the power of stormy flight when you Rage. When you enter a Rage, you gain a fly speed equal to your speed until your Rage ends.

Additionally, if you're moving fast in your Rage, you can cause storm energy to accumulate on your weapon. If you are Raging, you have moved 10 feet or more this turn, and you hit a creature with a melee weapon attack, you deal 1d8 bonus damage as your choice of lightning or thunder damage to that target. You may only deal this bonus damage to any one creature once in a turn, but hitting a different creature with another attack enables the damage to be added to that target as it arcs off your weapon.

Storm Force

10th-level Path of the Thunderbird feature

At 10th level, you surround yourself in dangerous storm energy constantly as you Rage, and you become an isolated force of the fury of weather. When you enter a Rage, winds and storm surround you constantly, and ranged attacks against you have disadvantage on that attack roll, and you choose lightning or thunder damage. You gain resistance to the chosen type of damage, and whenever you move into a square within 5 feet of and adjacent to a creature and whenever a creature begins its turn within 5 feet of you, you deal that creature 1d8 damage of the chosen type. These benefits all last until your Rage ends.

Tempest Warrior

14th-level Path of the Thunderbird feature

At 14th level, you have learned how to utilize your primal storm force to become a true terror of the skies. You can as part of the action of entering a Rage, cast the Call Lightning spell without components and without expending a spell slot. Constitution is your spellcasting ability for this spell, and your spell save DC is equal to 8 + proficiency bonus + your Constitution modifier. On each of your turns until the spell ends, you can use your bonus action to call down lightning as described in the spell. The duration of this spell has no concentration requirement, and ends when your Rage ends. When you deal damage with this spell, if you have already dealt lightning or thunder damage this turn, you add 1d10 damage to the damage this spell deals.

Additionally, you can cast the Control Weather spell once without expending a spell slot, Constitution is your spellcasting ability for it, and you remove the concentration requirement in the duration. You may cast this spell this way once before you must finish a long rest to cast it again.

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