Base Class: Barbarian
*DISCLAIMER*
SO I got kinda drunk and I saw Wild Soul Barb and I thought I could take a stab at a different variant of a barbarian that I thought one of my players would thoroughly enjoy. Its like some kinda gross lovechild of Wild Soul and Totem Barb. Let me know if anything looks too broken/underpowered, I'll change it up.
Also preemptively shut up about the names of the class features, I know they're dumb. You can't expect gold every time.
*END DISCLAIMER*
You have chosen the Path of the Stormfury, or perhaps it chose you. Through some aberration or inexplicable phenomenon, your rage is somehow so potent it manifests itself through pure elemental energy. The tempests that break ships across treacherous bays, the storms that crack the sky with thunder and set forests ablaze with lightning, the blizzards that tear throughout the barren wastes all sing through your primal fury.
Heed their call, and you will be blessed with immense Weeaboo Fightan Magic.
YOUR DC = [10 + CON + PROF]
Fury of the Storm (lvl 3)
Your Rage awakens the power of the Stormfury, bleeding power and suffusing your strikes with the essence of the elements.
Replaces your Rage with Stormfury, attuning yourself to an element of your choice for the duration of your rage. You gain resistance to the elemental damage type during this time. For the duration of Stormfury, your attacks deal additional damage on hit equal to your CON modifier. The damage type corresponds to the element chosen at the start of your Stormfury.
Barometric Instability (lvl 3)
Your Stormfury causes violent fluctuations in the barometric pressure around you, creating pockets of turbulence that hinder and disrupt enemy movement.
While under the effects of your Stormfury, you can expend your reaction to reduce either the attack roll or damage roll that an enemy makes against you or an ally within 10 feet by 1d4. You may use this ability a number of times equal to your CON modifier per short rest.
The die type changes based on level, increasing to a d6 at level 5, a d8 at lvl 10, d10 at lvl 15, d12 at lvl 17.
Devouring Tempest (lvl 6)
At 6th level, your Stormfury becomes an all-consuming anger.
ONCE PER SHORT REST
As a reaction when you are forced to make a saving throw as a result of a spell, you may choose to change the type of save to a CON save (which you're hopefully proficient in given how heavily I've made this subclass rely on this stat).
On a success, you absorb the spell. If the spell does a form of elemental damage, your next successful melee attack can add that damage and type to its attack.
If the spell was not elemental or damaging in nature, your next melee attack instead deals 1d6 per level of the spell you just absorbed.
IF AND ONLY IF YOU ABSORBED A SPELL OF AN ELEMENT CORRESPONDING TO YOUR STORMFURY, you regain usage of this ability immediately.
Surging Storm (lvl 10)
Your Stormfury invigorates your limbs, your movements borrowing the speed of lightning and air.
Upon activating your Stormfury, you may teleport up to 30 feet to an unoccupied space you can see.
Mantle of the Storm (lvl 14)
You have mastered the passionate anger of your Stormfury. The tempest rages around you, but your mind remains calm and clear. You can choose to instead manifest your Stormfury as a Mantle of power.
It may look like a localized hurricane/tornado/natural disaster, armor, or however else you decide to flavor it.
Whilst your Mantle of the Storm is active, you may designate characters within 10 feet that will remain unaffected. The Mantle has varying effects based on the chosen element:
Fire:
You erupt in a storm of flames, dealing 2d10 fire damage to all enemies within 10ft.
This effect occurs at the start of your turn for the duration of your Stormfury.
Cold:
You bring a blizzard wherever you walk, turning the ground into difficult terrain.
Enemies within 10ft must make a dexterity saving throw against your DC or be rooted in place (movement reduced to 0). This effect occurs at the start of your turn for the duration of your Stormfury.
Lightning/Thunder:
You summon a crackling aura of paralyzing static, only covering yourself.
Whenever an enemy hits you with an attack, they take half of the damage they deal as lightning damage and make a CON saving throw against your DC.
On a failure, the enemy is knocked prone from the taser-like shock. This effect occurs at the start of your turn for the duration of your Stormfury.
Radiant:
You shine brightly, instantly dispelling magical and regular darkness and revealing unseen enemies (works on Invis and stealth).
Enemies within a 10ft radius of you must succeed on a DEX save or be blinded. This effect occurs at the start of your turn for the duration of your Stormfury.
Necrotic:
You emit an aura of enfeebling sickness.
When you activate your Mantle, each creature within 10ft of you takes 1d10 necrotic damage and you gain a temporary health pool equal to the amount of damage dealt. This effect occurs at the start of your turn for the duration of your Stormfury.
Acid/Poison:
You manifest a cloud of noxious, toxic fumes.
Each creature within 10ft must succeed on a CON saving throw against your DC or take 1d10 acid damage and be Poisoned (half on successful save + resists condition you know how this works). This effect occurs at the start of your turn for the duration of your Stormfury.
Psychic/Force:
Your vitriolic hatred manifests itself as 1d4 ethereal weapons.
The weapons deal either psychic or force damage (your choice) and attack the same enemy you do. Each weapon deals 1d10 and uses your CON modifier for attack and damage rolls. IM LEAVING OPPORTUNITY ATTACKS WITH THESE AT DM DISCRETION. It's probably waaaaaay too strong, but definitely really dope. This effect persists throughout the duration of your Stormfury.
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Posted Sep 25, 2021You have to add it to your collection for it to be in your options
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Posted Feb 25, 2021Love the subclass,
Is there a reason I can't use it when I'm making a character? Doesn't show up in the subclass page