Base Class: Barbarian
As a direct descendant of the formidable storm gods, your rage is not merely an emotional tempest; it is an overwhelming force imbued with the raw power of lightning and thunder. The very essence of the storm flows through your veins, transforming your fury into a weapon of unimaginable might. When you unleash your wrath, the heavens themselves tremble, and the storm answers your call with a symphony of electric fury and thunderous roars. Your rage does not just command the storm—it becomes the storm, a tempestuous manifestation of divine retribution and elemental force.
storm filled rage
In your storm-filled rage, your anger transforms into a tempest of raw power. Lightning crackles and thunder roars as your fury channels the fury of the storm. The sky churns with your wrath, turning your rage into a devastating force of nature that overwhelms and obliterates anything in its path.
your rage damage is 1d4 and it becomes 1d6 in level 5 and 2d6 in level 12
Fists of the Storm
Your bond with the storm gods enhances your physical prowess, channeling the raw power of lightning into your unarmed strikes. When you make an unarmed strike while raging, you can choose to imbue your fists with crackling electricity. This channeling transforms your strikes, The attack deals 1d6 bludgeoning and an additional 1d8 lightning damage. once per turn when you use your action to make unarmed strike and hit, you can use your extra attack to make another one and automatically hit.
Call for Lightning
You gain the ability to summon the fury of the storm to strike down your foes. As an action, you can call upon the raw power of lightning to target a point you can see within 120 feet. When you do so, a bolt of lightning strikes down from the heavens, creating a powerful explosion of storm energy.
Call for Lightning has the following effects:
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Lightning Strike: Each creature within a 20-foot radius of the point you choose must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 6d10 lightning damage and is knocked prone as the force of the storm throws them to the ground. On a successful save, the creature takes half as much damage and is not knocked prone.
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Storm's Fury: The lightning bolt creates a burst of electrical energy that courses through the area. For the next minute, the ground in the affected area remains charged with electrical energy. At the start of each of their turns, any creature that starts its turn within this area takes 1d10 lightning damage as the ground shocks them. The area counts as difficult terrain due to the volatile storm energy.
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Divine Storm: Once you use this feature, you can’t use it again until you finish a long rest.
Storm God's Wrath
Upon reaching 18th level, your connection to the storm god reaches its zenith, allowing you to summon a tempestuous storm that envelops you and your allies in the fury of the heavens when you enter a rage. At the start of each of your turns, each creature of your choice within the storm’s radius takes 4d10 lightning damage.
When a creature hits you with a melee attack while you are raging, the storm erupts with a thunderous roar. The attacker must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the attacker is deafened for 1 minute and takes thunder damage equal to your rage damage bonus. On a successful save, the attacker is not deafened and takes half the thunder damage.
Any creature within the storm's area that makes an attack against you has disadvantage on the attack roll, as the storm’s chaotic energy makes it difficult to aim accurately.
Once per rage, you can call upon the storm to shield yourself and your allies. As a bonus action, you can grant yourself and any number of allies within the storm's area temporary hit points equal to 2d10 + your Constitution modifier. These temporary hit points last until the end of your rage or until they are depleted.
While the storm is active, you are protected by the eye of the tempest. You have advantage on saving throws against spells and other magical effects as the storm’s fury disrupts and deflects arcane energy. Additionally, the storm’s chaotic energy renders you immune to being charmed or frightened.
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