Barbarian
Base Class: Barbarian

The God of Thunder has bestowed you with his might. Many cannot withstand his call and crumble under the immense pressure. You’ve shown your resolve and have been deemed worthy to wield the power of the Great Storm. Doing so, he’s graced you with the mastery of throwing combat and the ability to beckon lightning and thunder at your whim.

Barbarian Level Feature
3rd Storm Bolt, Thundering Echo
6th Thunder God's Grasp, Blitzkrieg, Lightning Leap
10th Lightning Infusion, Thunder God's Call, Thunderlord's Clap
14th Improved Blitzkrieg, Thunder God's Wrath

Storm’s Might

Level 3

The Thunderlord's ability to wield warhammers is unmatched. While throwing a warhammer to the average warrior is a great feat, it is now second nature to you. You also gain the ability to call upon lightning to recall the warhammer back into your mighty grip.

Storm Bolt

Starting when you choose this path at the 3rd level, when you rage, you can throw any warhammer as though it had the
thrown property, with a range of 20/60 feet. This counts as an attack action, if you have multiple attacks per action, you may use Storm Bolt as part of the attack chain. Warhammers can be thrown with 2 hands if you have no other weapon equipped, using its versatile 1d10 option instead of 1d8.

(Starting at level 5, where the Barbarian gains a second attack, you may attack, use Storm Bolt, and then recall as a bonus action, in any order.)


Thundering Echo

While raging, as a bonus action, you may recall one of your warhammers to your hand at a maximum range of 60 feet. Any creatures in the hammer’s path back to you, including the initial target, make a Dexterity saving throw with a DC of 10 + Strength modifier. If they fail, they take lightning damage equal to 1d4 + Proficiency bonus. If they succeed, the initial target takes half damage, while everyone along the path takes no damage. If the Storm Bolt misses, the initial target is treated as though they were just along the path. A weapon that is returned using Thundering Echo must be either attuned to, equipped in the last day, or thrown using Storm Bolt.

  • At level 6, this increases to 1d6 + Proficiency bonus, with the same rules as level 3. 
  • At level 10, this increases to 1d8 + Proficiency bonus. This attack now automatically hits the initial target and does half damage to those in its path if they succeed on the Dexterity saving throw, or full damage if they fail.
  • At level 14, this increases to 1d10 + Proficiency bonus, with the same rules as level 10.

Maelstrom’s Blessing

Level 6

Electric energy sparks from your body periodically as you have been blessed by the Great Storm.

Thunder God's Grasp

You can now dual wield any 1h melee versatile weapons in addition to light weapons.

You can now use Storm Bolt and Thundering Echo with:

  • Any 1h versatile, light, or thrown weapons
  • Any 2h melee weapon

Blitzkrieg

During your rage you build up static electricity in your weapons. The first time they make contact with a foe causes them deliver a powerful shock.

While you’re raging, the first creature you hit on each of your turns with a melee weapon attack takes extra damage equal to 1d6 + half your barbarian level as lightning damage.

Lightning Leap

The Maelstrom blesses your feet while you rage, letting you leap and land with enough force to move mountains.

As an action while raging, you can choose to jump up to your movement speed in any direction, any vertical movement over 5 feet reduces the distance traveled by the same amount. When you land, lightning explodes around you, forcing all creatures in a 5 foot radius to make Dexterity saving throws. On failure, they take damage equal to 3d6 + Constitution modifier and are knocked back 5 feet, on a success they take half as much damage and they don't get knocked back. You may only use this feature once per rage.

  • At lvl 10 damage becomes 4d6 + Constitution modifier.
  • At lvl 14 the damage becomes 5d6 + Constitution modifier. You may now use this feature twice per rage.

Tempest’s Fury

Level 10

Your ability to wield weapons further improves as lightning crackles from your mighty grip. The Thunderlord's Fury grants you a new powerful ability to channel your rage into. You wind up a monstrous swing with your weapon and slam the ground with unbelievable force, releasing a thunderous shockwave that leaves enemies incapacitated.

Lightning Infusion

The Tempest's Fury grants you the ability to channel your static energy directly into a weapon you wield.

Blitzkrieg's damage bonus can now be applied to an attack made using Storm Bolt, a ranged weapon throw, instead of only melee weapon attacks.


Thunder God's Call

Thundering Echo can now return two 1h weapons that you could throw using Storm Bolt as a single Bonus Action.



Thunder God's Clap

After raging for at least 1 turn, as an action, you slam your hammer into the ground to create a thunderous shockwave that can be heard up to 100 feet away. Each creature in a 30 foot cone in the direction of your choice must make a Constitution saving throw. If they fail, they take 3d6 + Constitution Modifier + Rage Bonus Damage thunder damage and are Slowed* until the end of your next turn, if they succeed they only take damage. You also make a constitution saving throw for yourself. If you fail, you are Slowed for 1 turn. You do not take damage from this attack regardless of your saving throw. You may use this ability twice per long rest.

  • At level 13 it becomes 4d6 + Constitution Modifier + Rage Bonus Damage
  • At level 16 it becomes 5d6 + Constitution Modifier + Rage Bonus Damage
  • At level 19 it becomes 6d6 + Constitution Modifier + Rage Bonus Damage

Slowed: A slowed creature can not move as quickly as they otherwise could, either through mundane or magical means.

  • A slowed creature has its speed halved.
  • Slowed creatures have their AC reduced by 2 while they are slowed, and have disadvantage on Dexterity saving throws.
  • Slowed creatures can't use reactions, and can only use an action or bonus action on their turn, not both. A slowed creature can also never make more than one attack per turn.
  • If a slowed creature attempts to cast a spell with a casting time of 1 action, it rolls a d12. On a 7 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
  • Outside of spells, creatures are typically slowed by deep areas of water, sand, snow, or vegetation, typically losing the condition when they leave the area.

Thundergod's Wrath

Level 14

The Thunder God knows no bounds, guiding you with his might. His power now flows effortlessly through your blood as you rage. When you perfectly strike your enemies, you unlock a connection with the heavens, channeling lightning to smite any target you desire.

Improved Blitzkrieg

Your Blitzkrieg damage bonus during rage is now 1d8 + half your barbarian level.



Thunder God’s Wrath

On a critical hit, you may choose to call down a bolt of lightning onto a creature within 30 feet of you. The creature must make a Dexterity Saving throw against your Spell Save DC (Charisma); the creature takes 3d10 lightning damage on a failed save, or half as much on a success. You may use this feature a number of times equal to your Charisma modifier. You may use this feature once per rage.

 

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