Base Class: Barbarian
This path of Thunderous Warriors enhances the martial capabilities of all barbarians with the elemental powers of lightning through harsh training and using their body as a conduit to channel energy from intense invisible strands of elemental magic to their hammer. These fighters have learned to tame the storm with their bodies and mind to boost their physical power to the next level along with gaining crowd control as a means to overpower foes.
Cloudburst
Starting when you choose this path at 3rd level, you can channel divine elements into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is lightning. At level 11, the extra damage changes to 1d8 + half your barbarian level. You also take 1d6 lightning damage after raging as a result of using your body as a conduit to unleash the divine elements.
Additionally, you gain resistance to thunder and lightning damage.
Gravitational Force
At 3rd level, you learn a ritual that creates a magical bond between yourself and one hammer. You perform the ritual over the course of 1 hour, which can be done during a short rest. The hammer must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a hammer to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand. If the hammer is within 120 feet of you, the weapon can magically fly back to you on your turn and does not require any actions to do so. It can push through items and creatures but it does not cause damage. It might be able to push through walls and doors depending on your DM. If someone else has your weapon and you make it fly back to you, both must make an athletics check. The hammer flies back to you if you succeed, but wont if you fail; the hammer can still teleport back to your hand.
If you attempt to bond with another hammer, you must break the bond with your current weapon.
Eye of the Storm
While raging, your power leaks from your body. Allies within 10 feet of your aura will gain your thunder and lightning resistance.
Guiding Hurl
The hammer you have bonded with has the thrown property, with a range of 30/60 feet. When thrown, you can use your next attack action if you have it and your bonus action to bounce from one enemy to another creature within 5/20 feet of the last enemy. These creatures must make a Dex saving throw vs DC 8 + Your proficiency bonus + your STR mod or take weapon damage. The target will be knocked prone if it is a small creature. When thrown the bond hammer will always return to your hand at the start of your next turn. You can use this feature as many times as your CON modifier.
Additionally, if you throw the hammer while raging, you can add your extra damage die + half your barbarian level to your weapon damage.
Lightning Arc
When you hit an enemy while raging, the air around them becomes electrically charged until the start of your next turn. If an enemy gets within 5 feet or is already within 5 feet of the charged enemy, you may cause the lightning to jump to the other creature, dealing 2d8 lightning damage to the creature, making the charged enemy no longer charged. This can only happen once a turn, additionally, you can charge a creature when the creature is hit by guiding hurl.
One with the Thunderstorm's Wrath
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Additionally, your aura extends to 15 feet, and 20 feet while raging. After raging, you regain 2d4 hit points instead of losing 2d4 as a result of mastering the elements.
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