Base Class: Barbarian
Some barbarians are raging storms.
You are the predator inside the storm.
Thunder Prowlers fight like hunting beasts — they accelerate, strike, kill, and grow faster the longer combat lasts. Standing still is death. Motion is power.
Level 3: Predator’s Instinct
Dexterous Rage
While raging:
• You may use Dexterity instead of Strength for attack and damage rolls of melee weapons that have the finesse property.
• Your Rage Damage bonus applies to those attacks.
(You are now a true Dex Barbarian — AC, initiative, and attacks all scale together.)
Hunter’s Movement
Your speed increases by +10 feet while raging.
You also gain proficiency in Acrobatics.
If you already have it, you instead gain expertise (double proficiency).
Momentum Strike
Once per turn, if you move at least 15 feet before hitting a creature with a melee weapon attack, the attack deals an extra:
1d6 damage
Blood hunt
You grow stronger as the hunt continues.
When you reduce a creature to 0 hit points while raging, you gain a Momentum Stack (maximum = your proficiency bonus).
Each stack gives:
• +5 ft movement speed
• +1 bonus to melee weapon damage
Stacks last until your Rage ends.
Relentless Pursuit
Opportunity attacks against you are made with disadvantage while you have at least 1 Momentum Stack.
Static momentum
Your speed fuels your power.
Static Momentum
While raging, whenever you move at least 15 feet before hitting a creature with a melee weapon attack, you gain 1 Static Charge (maximum equal to your proficiency bonus).
You can spend Static Charges in the following ways:
- 1 Charge: Add 1d8 lightning damage to a melee attack.
- 2 Charges: Increase your movement by 20 feet until the end of your turn.
- 3 Charges: After hitting a creature, teleport to an unoccupied space within 15 feet of it.
This rewards constant movement instead of standing still.
Lightning step
Your body becomes nearly impossible to pin down.
While raging:
- You gain a climbing speed and swimming speed equal to your walking speed.
- As a bonus action, you may teleport up to 20 feet to a space you can see. The destination erupts with thunder.
- Each creature within 5 feet of where you arrive must make a Dexterity save (DC = 8 + PB + STR modifier) or take 2d6 lightning damage, half on a success.
You can use Lightning Step a number of times equal to your Proficiency Bonus per long rest.
Thunder Frenzy
Your prey cannot outrun the storm.
While raging, you gain the following benefits:
Storm Chaser
When you hit a creature with a melee attack, it becomes Marked by the Storm until the start of your next turn.
While a creature is Marked:
- Its speed is reduced by 10 feet.
- It can't benefit from becoming invisible against you.
- The first time each turn you hit it, it takes an extra 1d8 lightning damage.
Eye of the Tempest
Your rage reaches its ultimate form, and you become the center of the storm.
While raging, you gain these benefits:
Living Lightning
You gain:
- Resistance to lightning and thunder damage.
- Immunity to the grappled and restrained conditions while raging.
Tempest Blitz
Once on each of your turns when you take the Attack action, you can replace one attack with a burst of supernatural speed.
Choose up to three creatures you can see within 60 feet.
You instantly move between them without provoking opportunity attacks, making one melee weapon attack against each target. You must end this movement in an unoccupied space adjacent to one of the targets.
After each hit, the target takes an extra 2d8 lightning damage.
You may hit the same creature only once with this feature.
Storm's End
If Tempest Blitz reduces a creature to 0 hit points, you can immediately move up to half your speed and make one additional melee weapon attack against a different creature. This can happen only once per turn.
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