Barbarian
Base Class: Barbarian

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Lightning God learn to transform that rage into a mantle of primal magic, which zaps around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Lightning Gods are typically elite champions who train alongside paladins, wizards, and others in search of great power. Other Lightning Gods hone their craft in lodges in regions wracked by storms, where lightning storms are most common.

Lightning Aura

Starting at 3rd level, when you enter rage, your body becomes encased in a layer of magical lightning. This aura-like feature extends 10 ft from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. When this effect is activated, you can choose one creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Mjolnir

Starting at 6th level, you have become more in touch with the power of the god that has bestowed its power onto you. As an action, you can throw any axe or hammer-like weapon up to 15 ft in any direction and deal damage as you normally would with the weapon's melee attack, after which the weapon will magically return to your hands. All damage done using this feature is considered magical.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Lightning Axe

Starting at 14th level, whenever you make a melee or ranged attack with an axe or hammer, you can use your bonus action to imbue your weapon with magical lightning, which deals additional damage to the attack's target and up to three creatures within 15 ft of it. Each of the targets must make a dexterity saving throw, DC 8 + proficiency bonus + Constitution modifier, and take 6d8 lightning damage on a failed saved, or half as much on a successful save.

This can only be used thrice per long rest.

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