Base Class: Barbarian
As a barbarian who has recently been deemed the patron of a powerful deity, you feel a new energy coursing through your veins. Your rage has transformed into a storm-like fury, fueled by the divine power of your patron.
As a member of this new subclass, you are able to channel the power of your deity in battle. Your attacks are imbued with lightning, and you are able to call down bolts of lightning upon your enemies. Your connection to your patron has also granted you the ability to sense the presence of enemies and allies within a certain range, allowing you to track your targets with ease.
In addition to your lightning powers, your divine connection has also given you a heightened sense of awareness and intuition. You are able to read the emotions and intentions of others, allowing you to anticipate their movements and plan your attacks accordingly.
Despite your newfound powers, you are still a barbarian at heart. You revel in the chaos of battle, and your rage burns hot and fierce. Your divine patron may guide you, but it is your own strength and ferocity that will carry you to victory.
Core
Starting when you choose this path at 3rd level, you gain the power to wield the storm in the palm of your hand. choose between lightning and thunder damage, being able to deal Thunder or Lightning/Piercing damage a certant amount of times per long rest.
Lightning Core
The exta damage you deal is Piercing/Lightning
Thunder Core
The extra damage you deal is Thunder
Spellcasting
When you gain the ability to cast spells, you open up a whole new world of possibilities. You become capable of manipulating the forces of nature and bending them to your will. With practice, you can learn to cast powerful spells that can protect, heal, or harm those around you. However, be mindful of the responsibility that comes with wielding such power, as your actions can have far-reaching consequences.
One with the Storm
At 3rd level, your soul is marked for the storm. If you're at to 0 HP or lower and any type of lightning damage is dealt to you within 1 minute of dropping, you're brought back to 1 HP and Rage activates. Once per long rest
Warrior Presence
At 10th level, you learn to channel the power of the storm to inspire others. As a bonus action, you unleash a battle cry infused with lightning energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain an extra 2d10 of lightning damage on their first attack until your next turn
Once you use this feature, you can’t use it again until you finish a long rest.
Thunderous Onslaught
This health-for-attacks system is a unique feature of the barbarian subclass, where the barbarian can choose to expend their own health points to unleash powerful abilities granted by their patron. These abilities are infused with the elemental fury of storms and become increasingly dangerous as they require more health to use. The barbarian must weigh the risks of expending their own health to unleash these abilities, knowing that the more powerful the ability, the greater the risk to themselves and others.
Storm Charge (10 HP): The barbarian gains an additional 10 feet of movement speed for the duration of their rage. This ability does not affect the barbarian's movement on difficult terrain.
Thunderous Slam (20 HP): The barbarian's attacks deal an additional 1d6 thunder damage for the duration of their rage. Additionally, enemies within 10 feet of the barbarian must make a Dexterity saving throw (DC = 8 + barbarian's Strength modifier + proficiency bonus) or be knocked prone.
Lightning Aura (40 HP): For the duration of their rage, the barbarian is surrounded by an aura of crackling lightning. Any creature that starts its turn within 5 feet of the barbarian takes 2d6 lightning damage. Additionally, the barbarian's attacks deal an additional 1d6 lightning damage.
Thunderclap (60 HP): The barbarian slams their weapon against the ground, creating a thunderous shockwave. All creatures within a 30-foot cone must make a Constitution saving throw (DC = 8 + barbarian's Strength modifier + proficiency bonus) or take 4d8 thunder damage and be deafened for one minute. On a successful save, they take half damage and are not deafened.
Storm Strike (90 HP): The barbarian channels the power of the storm into their weapon, dealing an additional 3d8 lightning damage with each attack for the duration of their rage. Additionally, enemies hit by the barbarian's attacks must make a Strength saving throw (DC = 8 + barbarian's Strength modifier + proficiency bonus) or be pushed 10 feet away from the barbarian.
Thunderous Roar (100 HP): The barbarian unleashes a thunderous roar, stunning all creatures within a 20-foot radius for one round. Creatures must make a Wisdom saving throw (DC = 8 + barbarian's Strength modifier + proficiency bonus) to avoid being stunned and pushed away 15 feet, also dealing 2d10 thunder damage.
Thunderous Conduit (120 HP): You unleash a torrent of stormy energy that surges through your body and into the ground. As an action, you call forth a bolt of lightning that strikes you and channels into the ground beneath you, causing a shockwave of thunder to radiate outward. Each creature within a 100-foot line, 5 feet wide, originating from you, must make a Dexterity saving throw. A creature takes 12d10 lightning damage and 12d10 thunder damage on a failed save, or half as much damage on a successful one. You are immune to the damage dealt by this spell. After using this spell, you suffer 5 levels of exhaustion. You cannot use this spell again until you complete a long rest.
Eldritch Fury
This feat allows the barbarian to use their rage in a more strategic way by adding a burst of eldritch power to their attacks and giving them a useful crowd-control option. The additional damage and the push effect reflect the warlock and paladin influence, while the added proficiency and spellcasting reflect the character's growth in arcane and divine knowledge.
When you enter a rage, you can choose to imbue your attacks with eldritch power. On your turn, you can choose to deal an extra 2d6 damage of a type of your choice (force, necrotic, or radiant) to one target you hit with an attack.
Once per turn, when you hit a creature with a melee attack while raging, you can choose to push the creature up to 10 feet away from you. If the creature collides with a solid object, it takes an additional 2d10 damage of the same damage type you chose for your Eldritch Fury.
Force
The extra damage you deal with Eldritch Fury is Force
Necrotic
The extra damage you deal with Eldritch Fury is Necrotic
Radiant
The extra damage you deal with Eldritch Fury is Radiant
Previous Versions
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Coming Soon
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