Base Class: Barbarian
Some barbarians rage like beasts.
Some rage like warriors driven beyond endurance.
The Stormbound rage like the sky itself.
Barbarians who follow the Path of the Stormbound possess a supernatural connection to violent weather. Thunder answers their fury. Electricity crawls across their weapons and skin. Wind gathers around their charging forms. When their anger reaches its height, the distinction between warrior and tempest becomes increasingly difficult to recognize.
Stormbound warriors are not necessarily spellcasters, nor are they always servants of a god or primordial power. Their connection to storms may originate from exposure to powerful elemental phenomena, ancient bloodlines, magical catastrophes, primal initiation rites, planar disturbances, or simply an inexplicable affinity between their spirit and the fury of the atmosphere.
Whatever its source, a Stormbound's power is physical rather than scholarly. They do not calculate the movements of air or recite invocations to produce lightning.
They feel the storm.
Their heartbeat becomes thunder.
Their breath becomes wind.
Their anger becomes lightning.
In battle, Stormbound barbarians are highly mobile front-line combatants who specialize in smashing enemy formations, pursuing distant targets, disrupting enemy movement, and using elemental force to turn their Rage into an increasingly violent supernatural tempest.
At their greatest heights, a Stormbound warrior can become the center of a localized storm, crossing the battlefield upon the wind while lightning and thunder erupt around them.
Origins in Aetheris
Stormbound traditions have emerged independently throughout Aetheris wherever mortals have lived beneath violent skies.
There is no single Stormbound order, no universal initiation ceremony, and no recognized founder of the Path.
Instead, the tradition appears repeatedly among cultures whose lives depend upon surviving storms.
Stormvaarders
Stormbound warriors are especially well known among the Stormvaarders, whose maritime culture produces sailors, raiders, navigators, and warriors accustomed to confronting some of the most violent weather in Aetheris.
Among certain Stormvaarder clans, surviving a catastrophic storm is sometimes considered the beginning of a person's relationship with the tempest.
Those who emerge changed may later discover sparks flashing from their weapons when angered or hear thunder answering their battle cries.
Such individuals are sometimes called:
- Storm-Blooded;
- Thunderborn;
- Gale-Walkers;
- Children of the Black Cloud;
- or simply Stormbound.
Some become respected shipboard champions capable of fighting effectively even while decks pitch beneath hurricane winds.
Helkyran and Northern Traditions
Stormbound warriors also appear among isolated Helkyran settlements, northern warrior cultures, and communities inhabiting exposed coastlines and mountain valleys.
These traditions often emphasize endurance.
To them, the storm represents neither destruction nor freedom alone.
It represents the truth that the world will test everything eventually.
The tree bends.
The weak wall collapses.
The poorly built ship sinks.
The prepared endure.
A Stormbound warrior therefore becomes someone who has survived the world's fury and learned how to answer it.
Maritime Stormbound
Sailors across many nations occasionally develop the Path after surviving supernatural storms.
Stories tell of warriors who:
- were struck by lightning and survived;
- were washed overboard during hurricanes and returned alive;
- spent days clinging to wreckage beneath impossible seas;
- fought elementals inside magical tempests;
- passed through planar storms;
- survived the destruction of ships beneath them;
- or encountered strange concentrations of Zephyros's primordial influence.
Many maritime cultures view such survivors with a mixture of respect and unease.
The storm spared them.
People naturally wonder why.
Primordial Influence
Some scholars believe the Path represents an unconscious connection to Zephyros, the Endless Breath, Primordial of wind, movement, freedom, travel, weather, and change.
Stormbound barbarians rarely describe themselves as priests of Zephyros.
Indeed, many have never studied primordial cosmology at all.
Nevertheless, the similarity between their abilities and the primordial forces associated with Zephyros is difficult for arcanists to ignore.
Other scholars argue that Stormbound warriors simply resonate with the elemental structures of Aetheris rather than drawing power from a specific Primordial.
The argument remains unresolved.
Most Stormbound warriors do not care.
Philosophy and Doctrine
Stormbound traditions vary enormously, but several recurring beliefs appear among them.
The Storm Cannot Be Ordered
A storm can be predicted.
It can be prepared for.
It can occasionally be redirected through magic.
But it cannot truly be commanded.
Stormbound warriors therefore frequently possess a strong dislike of excessive control, rigid hierarchy, or rulers who believe authority entitles them to dominate everyone beneath them.
This does not mean Stormbound barbarians are incapable of discipline.
Many are excellent soldiers.
They simply distinguish between discipline willingly accepted and submission demanded by tyranny.
Motion Is Survival
Storms move.
So must warriors.
Stormbound teaching strongly discourages passive combat.
A warrior who stands in one place while enemies dictate the shape of a battle has surrendered initiative.
Stormbound fighters constantly:
- advance;
- reposition;
- break enemy formations;
- climb;
- leap;
- charge;
- pursue;
- or force opponents to move.
Even defensive Stormbound warriors tend to protect others by aggressively disrupting the enemy rather than simply standing still.
Fury Needs Direction
Stormbound elders frequently warn younger warriors that destruction alone does not make someone powerful.
A hurricane destroys without thought.
A warrior must do better.
A Stormbound's anger should therefore possess purpose.
Protect the ship.
Break the siege.
Reach the trapped civilians.
Kill the monster.
Hold the bridge.
Destroy the slaver's gate.
Save the companion surrounded by enemies.
The storm provides force.
The warrior decides where it falls.
Never Fear the Thunder
Many Stormbound traditions conduct initiation rites during storms.
An initiate may stand upon an exposed cliff, climb a storm-lashed mast, cross a flooding river, or meditate beneath thunderclouds.
The purpose is not reckless self-destruction.
It is understanding.
Thunder sounds enormous because nature has no need to make itself small for frightened people.
Stormbound warriors are taught the same lesson.
Visual Identity
A Stormbound warrior is often recognizable long before their powers fully manifest.
Their equipment typically favors mobility and resistance to weather.
Common elements include:
- heavy cloaks;
- weatherproof leather;
- furs;
- reinforced boots;
- climbing hooks;
- braided cords;
- storm charms;
- copper or bronze jewelry;
- tattoos depicting lightning, waves, clouds, or spiraling winds;
- weapons etched with angular lightning patterns;
- necklaces made from storm glass or stones struck by lightning.
Their equipment need not be primitive.
A Stormbound warrior from a technologically sophisticated culture may carry exquisitely crafted weapons and advanced equipment while still expressing the same primal connection.
Manifestation of Rage
When a Stormbound enters Rage, supernatural atmospheric changes occur around them.
These manifestations vary between individuals.
Examples include:
- hair lifting as though suspended by static;
- small sparks crawling across exposed skin;
- eyes becoming white, electric blue, silver, or storm-grey;
- thunder rumbling despite clear skies;
- weapons humming with electrical charge;
- dust and loose debris spiraling around the warrior;
- clothing moving in nonexistent wind;
- rain evaporating into mist around their body;
- footprints briefly glowing with electrical discharge;
- thunder sounding when particularly powerful blows land.
At higher levels, these effects become increasingly dramatic.
Veteran Stormbound warriors may appear to carry an entire thunderstorm with them.
Role in Aetheris
Stormbound barbarians are frequently found as:
- shipboard warriors;
- marines;
- raiders;
- monster hunters;
- frontier defenders;
- caravan guards;
- shock troops;
- bodyguards;
- mercenaries;
- adventurers;
- explorers;
- elemental hunters.
Their battlefield specialty is aggressive disruption.
They excel at entering places enemies do not want them to reach.
A Stormbound can crash through a formation, scatter weaker opponents, pursue mobile targets, and punish creatures that attempt to maintain a safe distance.
They are particularly dangerous against enemies dependent upon:
- positioning;
- ranged attacks;
- narrow defensive lines;
- difficult terrain;
- opportunity attacks;
- tightly clustered formations;
- predictable front lines.
Subclass Integration
Major Polities
Stormbound warriors can appear almost anywhere, although they are disproportionately common among maritime, mountainous, northern, and frontier cultures.
Naval powers prize them as boarding troops.
Frontier nations value their ability to close rapidly with monsters.
Highly regimented states sometimes struggle with particularly independent Stormbound warriors, although experienced commanders learn that their aggression can be extremely useful when given clear objectives rather than excessive micromanagement.
Organizations and Guilds
Stormbound barbarians often find employment among:
- adventuring companies;
- naval forces;
- mercenary companies;
- monster-hunting lodges;
- explorers' guilds;
- frontier militias;
- maritime trading houses;
- specialized assault units;
- elemental research expeditions.
They sometimes train alongside Druids, Rangers, or elemental specialists interested in understanding the natural forces surrounding their unusual abilities.
Religious and Philosophical Connections
Stormbound warriors may practice the normal Harmonic Reverence common throughout Aetheris.
Those frequently traveling by sea may offer prayers to Marethis, Lord of the Endless Horizon, before voyages.
Warriors serving defensive causes may honor Valdor, the Warbringer, before battle.
Some acknowledge Zephyros, the Endless Breath, as the primordial embodiment of the forces they wield without necessarily worshipping him.
Stormbound power itself requires no religious devotion.
Rival Factions and Enemies
Stormbound warriors frequently oppose creatures and organizations attempting to impose absolute control through confinement, slavery, or supernatural domination.
Common enemies include:
- slavers;
- tyrannical military regimes;
- pirates who prey upon helpless communities;
- hostile air or storm elementals;
- destructive sea monsters;
- supernatural creatures controlling dangerous weather;
- elemental cults;
- raiders;
- enemy naval forces;
- monsters attacking coastal settlements.
Stormbound warriors possess a particularly intense hatred for enemies who deliberately imprison others.
To many followers of the Path, few insults are worse than putting chains around something meant to move freely.
Subclass Features
The Path of the Stormbound gains features at Barbarian levels 3, 6, 10, and 14.
Its abilities are designed around Rage, movement, battlefield disruption, and controlled bursts of elemental damage.
Optional Subclass Techniques
These optional techniques may be granted by the DM as training rewards, feats of mastery, cultural teachings, or special Stormbound rites.
They are not automatically gained through subclass progression.
Lightning Step
When you take the Dash action while Raging, small arcs of electricity trace your movement.
The first creature you move within 5 feet of during that Dash takes Lightning damage equal to your Rage Damage bonus.
A creature can take this damage only once per turn.
Stormrider
You have Advantage on checks made to control, repair, navigate, or remain aboard a vehicle during severe weather.
This includes:
- sailing vessels;
- airships;
- land vehicles;
- riding beasts operating in storms.
In addition, you never suffer Disadvantage on Wisdom (Perception) checks solely because of natural heavy rain.
Thunderclap Landing
If you descend at least 10 feet immediately before landing while Raging, you may create a concussive shockwave when you touch the ground.
Creatures of your choice within 5 feet must succeed on a Strength saving throw against your Storm Save DC or be pushed 5 feet away.
You may use this technique once per turn.
Wind at My Back
When Initiative is rolled, you may immediately move up to 10 feet.
This movement occurs before the first turn begins and does not provoke Opportunity Attacks.
Once you use this technique, you cannot use it again until you finish a Short or Long Rest.
Voice of Thunder
You have Advantage on Strength (Intimidation) checks made while your storm powers are visibly manifested.
Additionally, your voice can carry clearly through ordinary wind, rain, surf, and thunder for up to 300 feet when you deliberately raise it.
Playing the Path of the Stormbound
The Stormbound is a mobile striker and battlefield disruptor.
Its basic combat rhythm is:
- enter Rage;
- choose the Storm Aspect most useful for the current situation;
- close aggressively with priority targets;
- use elemental effects to alter positioning;
- continue moving rather than remaining locked in place;
- intercept enemies attacking vulnerable allies;
- become increasingly mobile as the battle progresses.
Unlike a Barbarian subclass focused purely upon damage, the Stormbound gains much of its strength from controlling where combat happens.
Strengths
The Path excels at:
- battlefield mobility;
- forced movement;
- pursuing ranged enemies;
- breaking formations;
- resisting elemental attacks;
- operating in hazardous weather;
- protecting allies through aggressive interception;
- overcoming difficult terrain;
- fighting aboard ships;
- aerial mobility at high level.
Its flexibility allows the player to decide whether movement, forced positioning, or disengagement is most useful during a particular encounter.
Weaknesses
The Stormbound is less effective when:
- fighting enemies resistant or immune to Lightning and Thunder damage;
- confined in extremely small spaces;
- facing creatures too large to push;
- movement has little tactical value;
- Rage is unavailable;
- enemies possess exceptionally effective ranged magical attacks unaffected by wind.
The subclass also gains less raw single-target damage than a Barbarian dedicated entirely to offensive output.
Its power lies in combining respectable damage with exceptional mobility and disruption.
Roleplaying the Path of the Stormbound
Stormbound characters need not possess explosive personalities.
Indeed, some are disturbingly calm.
A thunderstorm can be seen approaching for hours before it finally breaks.
A Stormbound character may similarly possess enormous patience until action becomes necessary.
Common personality patterns include:
- restlessness during long periods indoors;
- enjoying extreme weather;
- sleeping easily during thunderstorms;
- disliking cages and confinement;
- volunteering for dangerous journeys;
- climbing to high places simply to see farther;
- treating fear as useful information rather than shame;
- preferring decisive action once a choice has been made.
Some Stormbound become thrill seekers.
Others are disciplined guardians.
Some regard their power as a blessing.
Others survived a storm that killed everyone around them and still do not know why they lived.
The Survivor's Question
A useful recurring character theme is:
Why did the storm spare you?
Perhaps there is no answer.
Perhaps the character was simply lucky.
Perhaps Zephyros touched them.
Perhaps something awakened in their blood.
Perhaps an elemental entity deliberately marked them.
Perhaps the storm was never natural.
A Stormbound character can spend an entire campaign searching for that answer.
Faction and Organization Connections
Maritime Forces
Navies prize Stormbound warriors as boarding specialists.
A veteran Stormbound can cross rigging in violent weather, leap between vessels, throw enemies from decks, and continue fighting while lightning strikes around them.
Captains quickly learn to point such warriors toward enemy ships and give them room.
Explorers and Adventuring Companies
Stormbound warriors are useful members of expeditions entering dangerous climates.
They are particularly valuable when exploration involves:
- mountain ranges;
- exposed coastlines;
- storm belts;
- elemental regions;
- sea voyages;
- planar weather disturbances.
Followers of Marethis
Temples and wandering devotees of Marethis often regard honorable Stormbound sailors favorably.
The Endless Horizon represents travel, storms, voyages, exploration, and discovery, making the philosophical overlap considerable.
Not every Stormbound sailor is religious, however.
Scholars of Zephyros
Primordial scholars occasionally seek Stormbound warriors for study.
Some Stormbound tolerate this curiosity.
Others become irritated when academics begin describing their anger as an “elemental resonance phenomenon.”
Adventure Hooks
- The Storm That Knows His Name
Every time a particular Stormbound barbarian enters Rage, thunder answers from the western horizon.
Eventually the thunder begins speaking his name.
Something inside the storm is coming closer.
- The Ship That Returned Without Rain
A vessel disappears during a hurricane.
Three months later it returns.
The crew is alive.
The ship is undamaged.
Not one sailor remembers the missing months.
The Stormbound character can hear faint thunder coming from below deck.
- Lightning Beneath the Earth
A mining settlement reports thunderstorms occurring deep underground.
Lightning flashes through tunnels without clouds.
Several miners have disappeared.
A Stormbound warrior feels the electrical disturbance from miles away.
- Chains Upon the Wind
A powerful elemental binding engine has imprisoned dozens of air elementals and is forcing them to generate favorable winds for a wealthy trading cartel.
Destroying the machine would free the creatures.
It would also cripple maritime trade throughout the region.
- The Black Hurricane
A supernatural hurricane remains stationary above a coastal settlement.
The storm has not moved for thirteen days.
Inside its eye stands an ancient ruin that did not exist before the storm appeared.
- The Last Thunderborn
An elderly Stormbound warrior claims that every member of her former warband died fighting something inside a magical storm.
Now the same storm has appeared again.
She wants to finish what they started.
Notable NPCs
Hroald Storm-Wakes
Stormvaarder Human Barbarian — Path of the Stormbound
Hroald is a veteran shipboard warrior recognizable by the branching lightning scars crossing his left shoulder and chest.
He was struck by lightning while tied to the mast of a sinking vessel and woke two days later on a beach forty miles away.
Hroald has never discovered what happened during those missing days.
When he Rages, seawater inexplicably forms across his skin even hundreds of miles inland.
He now works as an adventurer specializing in maritime monsters and supernatural storms.
Lysandra Thundersong
Aekorran Human Barbarian — Path of the Stormbound
Lysandra approaches the Stormbound tradition with unusual joy.
She loves storms.
She loves climbing.
She loves ships.
She particularly loves jumping from very high places while companions shout increasingly creative objections.
Behind the exuberance is a highly capable protector who instinctively positions herself between danger and anyone incapable of defending themselves.
Her Rage manifests as silver-white lightning dancing between her bronze jewelry and weapons.
Jorek Vale-Walker
Helkyran Human Barbarian — Path of the Stormbound
Jorek is quiet enough that strangers often doubt his reputation.
He speaks softly, dislikes boasting, and carefully maintains his equipment.
In battle, that calm disappears beneath an unnerving transformation.
Wind erupts around him.
His eyes turn completely white.
Every blow sounds like distant thunder.
Jorek describes his combat philosophy simply:
“A storm wastes no time arguing with the door.”
Balance Notes
Intended Role
Primary: Striker / Controller
Secondary: Defender / Mobile Interceptor
The Stormbound focuses upon battlefield mobility and positional disruption rather than maximum Barbarian damage.
Damage Profile
Heart of the Tempest provides one additional damage die per turn:
- 1d6 at level 3
- 1d8 at level 10
- 1d10 at level 14
Because the damage occurs only once per turn, Extra Attack, dual wielding, and other additional attack methods do not multiply the subclass's elemental damage excessively.
The damage remains below subclasses whose primary identity is pure single-target destruction.
The secondary effects provide much of the feature's actual value.
Survivability
Stormbound survivability is primarily based upon:
- normal Barbarian durability;
- Lightning resistance;
- Thunder resistance;
- mobility;
- avoiding Opportunity Attacks;
- resistance to forced movement;
- improved positioning;
- high-level ranged protection.
The subclass deliberately avoids granting broad resistance to additional common damage types because base Barbarian Rage already provides substantial physical durability.
Utility
Stormwise and Born of Wind and Thunder provide meaningful exploration utility without turning the Barbarian into a dedicated skill specialist.
The subclass performs exceptionally well during:
- maritime campaigns;
- wilderness expeditions;
- mountain adventures;
- severe weather;
- battles involving difficult terrain.
Its abilities remain useful even when no storm is naturally present.
Resource Economy
Most Stormbound abilities are tied directly to Rage.
This keeps the subclass within the Barbarian's existing resource economy rather than introducing another major point system.
Tempest Rush uses Proficiency Bonus per Long Rest because a movement-and-attack Reaction can become extremely powerful if available every round.
Heart of the Tempest itself is at-will while Raging because its once-per-turn restriction prevents excessive damage scaling.
Comparison to Other Barbarian Paths
The Stormbound occupies a middle ground between offensive and defensive Barbarian subclasses.
It deals less direct damage than an aggressively optimized Berserker-style character but gains significantly greater:
- mobility;
- forced movement;
- pursuit;
- environmental utility;
- positioning control.
Its strongest battlefield advantage is not the amount of damage it deals.
It is the difficulty enemies experience trying to keep the Stormbound where they want them.
At level 14, Stormflight is intentionally powerful but arrives at the same tier where many subclasses gain supernatural movement or encounter-defining abilities.
Because flight lasts only while Raging, it remains linked to the Barbarian's central resource.
Summary
The Path of the Stormbound transforms Barbarian Rage into a manifestation of elemental weather.
At 3rd level, the warrior awakens the Heart of the Tempest, choosing between Lightning, Thunder, and Gale effects that allow them to damage enemies, disrupt movement, or reposition themselves.
At 6th level, the Stormbound becomes increasingly resistant to the forces of storms and extraordinarily difficult to hinder with terrain or violent weather.
At 10th level, they become a true battlefield interceptor through Thunderous Passage, racing through enemy formations and answering attacks against their allies with sudden, violent countercharges.
At 14th level, the Stormbound becomes an Avatar of the Unbound Storm, gaining storm-borne flight, stronger elemental damage, enhanced Storm Aspects, and a localized tempest that makes controlling the battlefield around them extraordinarily difficult.
The result is a Barbarian who does not simply stand before the enemy and trade blows.
They move.
They crash through lines.
They scatter formations.
They cross impossible ground.
They fall from the sky surrounded by thunder.
And when an enemy believes distance will provide safety, the Stormbound reminds them of one fundamental truth:
You cannot outrun the storm forever.
“You built walls.
You barred the gates.
You raised shields and gathered behind them.
Good.
Now you are all standing in the same place.”
Heart of the Tempest
Your Rage awakens the storm within you.
Action Type: Passive; activates when you enter Rage
Uses: Whenever you Rage
Duration: For the duration of your Rage
Damage: Lightning or Thunder
Scaling: Storm Die increases at higher Barbarian levels
Whenever you enter your Rage, choose one of the following Storm Aspects.
The chosen aspect remains until your Rage ends.
Changing the Storm
You normally choose your Storm Aspect whenever you enter Rage.
Beginning at Barbarian level 10, you can change your Aspect at the beginning of each of your turns while Raging.
No action is required.
Your Storm Die is a d6.
It becomes:
- d8 at Barbarian level 10
- d10 at Barbarian level 14
Once on each of your turns when you hit a creature with a Strength-based weapon attack or Unarmed Strike, you can deal additional damage equal to one roll of your Storm Die.
The damage is Lightning or Thunder damage, depending upon your current Storm Aspect.
You also gain the secondary effect associated with that Aspect.
Aspect of Lightning
Your body becomes charged with violent electrical energy.
Your Storm Die deals Lightning damage.
After dealing this damage, the target cannot make Opportunity Attacks against you until the beginning of your next turn.
This allows you to strike and immediately continue moving through the battlefield.
Aspect of Thunder
Your attacks land with concussive supernatural force.
Your Storm Die deals Thunder damage.
When you deal this damage to a creature that is Large or smaller, you may push it up to 10 feet directly away from you.
A creature more than one size larger than you cannot be moved by this effect.
At Barbarian level 10, you can affect Huge or smaller creatures.
Aspect of the Gale
Wind screams around your movement.
Your Storm Die deals Thunder damage.
Immediately after dealing the additional damage, you may move up to 10 feet without provoking Opportunity Attacks from the creature you struck.
This movement doesn't consume additional actions.
At Barbarian level 10, this movement increases to 15 feet.
Changing the Storm
You normally choose your Storm Aspect whenever you enter Rage.
Beginning at Barbarian level 10, you can change your Aspect at the beginning of each of your turns while Raging.
No action is required.
Aspect of Lightning
Your body becomes charged with violent electrical energy.
Your Storm Die deals Lightning damage.
After dealing this damage, the target cannot make Opportunity Attacks against you until the beginning of your next turn.
This allows you to strike and immediately continue moving through the battlefield.
Aspect of the Gale
Wind screams around your movement.
Your Storm Die deals Thunder damage.
Immediately after dealing the additional damage, you may move up to 10 feet without provoking Opportunity Attacks from the creature you struck.
This movement doesn't consume additional actions.
At Barbarian level 10, this movement increases to 15 feet.
Aspect of Thunder
Your attacks land with concussive supernatural force.
Your Storm Die deals Thunder damage.
When you deal this damage to a creature that is Large or smaller, you may push it up to 10 feet directly away from you.
A creature more than one size larger than you cannot be moved by this effect.
At Barbarian level 10, you can affect Huge or smaller creatures.
Stormwise
You instinctively understand dangerous weather.
Action Type: Passive
Uses: At-will
You gain proficiency in the following skills:
- Acrobatics
- Athletics
- Nature
- Perception
- Survival
If you already possess proficiency in the chosen skill, choose another skill from the list.
In addition, you have Advantage on ability checks made to:
- predict incoming severe weather;
- remain aboard a vessel during violent seas;
- maintain your footing during powerful winds;
- identify natural storm hazards;
- navigate during heavy rain, snow, or storms;
- determine whether weather is natural or obviously supernatural.
You can also accurately determine the direction from which natural wind is blowing while outdoors unless magical forces completely suppress the surrounding air.
Born of Wind and Thunder
The storm no longer merely accompanies your Rage.
It protects you.
Action Type: Passive
Uses: At-will while Raging
Duration: Rage
While your Rage is active, you gain Resistance to Lightning and Thunder damage.
In addition, your movement becomes increasingly difficult to restrain.
While Raging:
- nonmagical Difficult Terrain doesn't cost you additional movement;
- strong wind doesn't reduce your movement;
- you have Advantage on Strength and Dexterity saving throws made to resist being knocked Prone or forcibly moved;
- you can stand from Prone by spending only 5 feet of movement.
Gale-Borne Leap
Your supernatural connection to wind enhances your jumping.
While Raging, the distance of your Long Jump and High Jump is doubled, and you don't require a running start to achieve your full jumping distance.
Your jump distance still cannot exceed your available movement.
Thunderous Passage
You can crash through the battlefield like a moving storm front.
Action Type: Passive / Reaction
Uses: Tempest Rush — Proficiency Bonus per Long Rest
Duration: Immediate
You gain the following benefits.
Living Current
Your Speed increases by 10 feet while Raging.
This bonus stacks with the Barbarian's Fast Movement feature.
You can also move through the spaces of hostile creatures that are Large or smaller.
Those spaces count as Difficult Terrain, and you cannot willingly end your movement in another creature's space.
A creature whose space you enter this way can choose to allow you to pass without resistance.
Otherwise, the first time during a turn you attempt to enter its space, it must succeed on a Strength saving throw or be forced 5 feet to an unoccupied space of your choice adjacent to its original position.
Storm Save DC = 8 + your Proficiency Bonus + your Strength modifier
On a successful save, you cannot move through that creature's space during that turn.
Tempest Rush
When a creature you can see within 30 feet of you damages one of your allies, you may use your Reaction to move up to half your Speed toward that creature.
This movement does not provoke Opportunity Attacks.
If you end this movement within your melee reach of the creature, you may make one melee weapon attack or Unarmed Strike against it as part of the same Reaction.
You can use Tempest Rush a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
You must be Raging to use Tempest Rush.
Mutable Tempest
You may now change your Heart of the Tempest Storm Aspect at the beginning of each of your turns while Raging.
No action is required.
Your Storm Die also becomes a d8.
Avatar of the Unbound Storm
At the height of your Rage, you cease merely channeling the storm.
For a few terrible moments, you become one.
Action Type: Passive
Uses: Whenever you Rage
Duration: Rage
Scaling: Storm Die becomes d10
While Raging, you gain all of the following benefits.
Stormflight
You gain a Fly Speed equal to your Speed.
This flight manifests as violent wind supporting your body rather than wings.
If your Rage ends while you are airborne, you descend safely up to 60 feet immediately.
If you remain farther than 60 feet above a surface after this descent, you fall normally.
Greater Tempest
Your Storm Die becomes a d10.
Additionally, once during each of your turns when you deal damage with Heart of the Tempest, you can apply two different Storm Aspect secondary effects instead of only the effect belonging to your currently selected Aspect.
For example, you could:
- deal Lightning damage;
- prevent Opportunity Attacks;
- and move 10 feet using Aspect of the Gale.
You cannot apply the same secondary effect twice.
Eye of the Storm
The winds immediately surrounding you obey your instinct.
While Raging, hostile creatures treat the ground within 10 feet of you as Difficult Terrain.
You and creatures you choose are unaffected.
In addition, ranged weapon attacks made against you from more than 30 feet away have Disadvantage as violent winds distort their flight.
This doesn't affect attacks from weapons or effects that the DM determines are unaffected by wind.
Thunder Without Chains
While Raging, you cannot be forcibly moved or knocked Prone unless you choose to be, except by a creature at least two sizes larger than you.
Even such a creature must still successfully use whatever effect would normally move or knock you Prone.
You also have Advantage on saving throws against the Restrained condition.
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