Base Class: Barbarian
You are born of the storms, maybe they struck you while training or hunting, maybe you adore them and let them infuse you. Regardless of the reason, barbarians who walk the path of thunderstorms are indissociable from the raging element they embody.
Living Thunderstorm
Thunderous Strike: When you deal damage with a weapon you can choose to force the creature to make a Strength saving throw (DC: 8 + your proficiency bonus + your Constitution modifier) or be pushed back 10ft.
Lightning Streak: When you hit a creature, you can cause an arc of lightning to jump from your foe to another within 10 ft. It takes lightning damage equal to 1d6 + your proficiency bonus.
Hurricane Step: You can use the dash action as a bonus action. If you do so, you can gain an additional 10ft of movement while dashing.
At 11th level, you can use this ability twice per turn but can't choose the same skill twice on any given turn.
Eye of the Cyclone
Beginning at 6th level, you are the embodiment of thunderstorms. As an action, you can cause impossibly strong winds to swirl in a 10 ft radius around you for 1 minute. The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- The are is difficult terrain for creatures of your choosing.
- The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
You can use this ability a number of times equal to your Constitution modifier, and regain all uses after a long rest.
Whispers in the Wind
From 10th level, you learned to whisper in the thunder and winds, carrying your messages throughout the world. You can cast the sending spell a number of times equal to your Constitution modifier, and regain all uses after a long rest. Constitution is your spell casting modifier for this spell.
Awakened Thunderstorm
At 14th level, you are one with the storms. Your living thunderstorm ability improves. When you choose one of the skills it gains additional benefits:
Thunderous Strike: When a creature fails their saving throw against that skill, you knock the wind out of them. Their speed becomes 0 until the start of your next turn.
Lightning Streak: The arc of electricity can now hit 2 different creatures within 20 feet of the foe you strike. Roll damage for each.
Hurricane Step: You can choose to teleport the dash distance instead of walking it.
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