Barbarian
Base Class: Barbarian

Treading the lines between two states, the Storm Titan is at once both the calm, inner eye and the furious wind, thunder & lightning that surrounds it.

Your inner eye is constantly observing & aware of the world around you, even as your furious strikes drive the strength of the storm into your enemies. Wisdom informs your choices, allowing you additional attack opportunities, and allowing you to discharge storm energy into your opponents.

Path of the Storm Titan

Your rage is no longer a mindless fury, but instead acts like a storm, bridging two unique but coexisting states: the calm, inner eye that rapidly observes your surroundings, yourself and your actions, and the fury of the winds that drives your actions with deadly force.

When you begin your rage, you gain Storm Charges equal to your Wisdom modifier plus your proficiency bonus. On subsequent turns you can spend a usage of Rage as a bonus action to gain additional charges. You can have at most 20 Storm Charges at any one time. Any charges that you might gain over the cap of 20 are instead discarded.

Fury: You can spend 1 Storm Charge to make a second melee attack as a bonus action after taking the attack action.

Calm: On a turn where your Rage would otherwise end, you can choose to spend 1 Storm Charge to maintain it instead. If you spend a Storm Charge on another ability during this turn, your Rage is automatically maintained. When your Rage ends, all remaining Storm Charges have a cumulative 10% chance to restore usage of Rage.

You gain additional ways to use Storm Charges at later levels.

The Furious Typhoon

Fury: On a successful melee attack, you can spend Storm Charges (up to your Wisdom modifier) to deal 1d6 additional thunder damage.

This damage increases as you gain Barbarian levels: at 6th level, 1d8; at 10th level, 1d10; at 14th level, 1d12.

The Storm-Shield

Calm: Your inner eye observes the openings and weaknesses you make while performing Reckless Attacks. You quickly react to anyone striking you, adding half your Wisdom modifier to your AC until the start of your next turn.

You gain the option to use your Wisdom modifier in place of your Dexterity modifier when calculating your armor class for the purposes of unarmored defense.

Improved Fast Movement

You can add the highest of 2d8 plus your Constitution modifier to your high jump before adjusting it based on your initial distance traveled.

You an make a Strength (Athletics) check with advantage and add the result (rounded up to the nearest 5) to your long jump, again before adjusting based on the initial distance traveled.

Finally, if you jump directly out of range of a creature (with no initial movement), you do not trigger attacks of opportunity.

Darkening Clouds

The storm inside you grows in strength. Storm Charges now deal 1d8 thunder damage.

In addition, the first time you strike a creature in combat, you double your Rage bonus when calculating damage.

Once per short rest after rolling initiative, you can roll a Storm Charge die and add it to your total.

Crashing Seas

Fury: The ocean crashes and swells. The storm stirs from above with great winds.

While raging, the power of these gusts bolster your athletic ability. You can make a long jump or high jump from a standing position. You have advantage on any saving throws triggered by jumping, as well as any non-Strength ability checks also related to jumping.

Thunderous Landing. After jumping into combat range with a creature, your next successful melee attack against them during this turn deals additional thunder damage equivalent to a Storm Charge. This damage does not consume a Storm Charge. You may only trigger this damage once per creature per turn.

If you jump into combat range with multiple creatures, successful attacks against each creature may benefit from this damage increase.

Peaceful Core

Calm: Your inner peace protects your mind from mental dangers. You gain advantage on all Wisdom, Charisma and Intelligence saving throws against magical effects while raging.

While charmed or frightened, you can use an action to spend 2 Storm Charges and immediately end the effect. This counts as an attack for the purposes of maintaining rage.

Gathering Storm

The storm inside of you is so strong it threatens to spill out of you. Storm Charges now deal 1d10 damage.

You gain resistance to lightning and thunder damage.

Leaping Waves

Fury: You may spend up to your Wisdom modifier in Storm Charges per jump to increase the distance by 5ft per charge for a long jump, or 2ft per charge for a high jump, however you cannot exceed your maximum movement.

As a bonus action, you can spend 2 Storm Charges to take the Dash action.

Finally, your Crashing Seas ability, Thunderous Landing, deals the equivalent of 2 Storm Charges worth of damage.

Shield of Storms

Calm: As a reaction when an attack is about to strike you, you can spend a number of Storm Charges (up to your Wisdom modifier) to increase your AC by 1 per Storm Charge. This increase not only applies to the triggering attack, but lasts until the end of your next turn.

As a bonus action on your turn, you can spend 2 Storm Charges to take the Dodge action.

Additionally, following Reckless Attacks, the default value is increased to half your Wisdom modifier rounded up.

Pinnacle

The storm inside you is at its peak. While raging, faint clouds can be seen swirling around you, and metallic objects that you touch may spark with lightning. Storm Charges now deal 1d12 thunder damage.

While raging, you now ignore difficult terrain and can move through creatures (although you cannot end your turn in a creature's space). At the end of a turn, you can choose any creature that you have moved through and cause them to suffer thunder damage equivalent to your Rage bonus.

Lightning Strikes

Fury: The strength of the storm within you is unstoppable. This is the culmination of all of your abilities. While raging, as an action on your turn, you can extend yourself through lightning. Choose a number of Storm Charges up to your Wisdom modifier, and a number of creatures up to twice your Wisdom modifier within 30 feet. You can target each creature a maximum of two times and must roll separately for them.

Make melee attacks against each target. If the attack hits, deal lightning damage equal to the number of Storm Charges instead of your regular damage. You cannot additionally increase this damage with thunder damage from Storm Charges.

Once you use this action, you cannot use it again until you complete a short rest.

Through An Eye, Calmed

Calm: Though the storm within you is now at full strength, your inner eye remains calm. Your Initiative bonus now includes your Wisdom modifier.

When you roll initiative for combat and you have no uses of Rage left, you gain 1 usage of Rage. When you enter this rage, you gain 2 additional Storm Charges.

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