Barbarian
Base Class: Barbarian

A berserker who follows this path has an affinity with the thunder god Rajin and the wind god Fajin, whether through their parents' ancestry or through magic. Equipped with the power of these two gods, the berserker can now summon wind and lightning in his infinite rage.

Dance of thunder

While you are raging, you can activate the Dance of Thunder as a reaction. To do this, clap both hands and choose two targets within a range of 30 feet, unwilling creatures must make a charisma saving throw equal to your save dc [ 8 + Proficiency Bonus + Charisma Modifier].
If they fail, they teleport to their partner's position and swap positions.
This feature can be applied to the number of Proficiency Bonus and resets itself after a Short Rest.

Roar of Thunder

Beginning at 6th level, You channel the magic of the storm in your body to emit a powerful magical ray.

When you take the Attack action on your turn, you can replace one of your attacks with Roar of Thunder in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes 2d12 thunder damage.
On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 11th level (3d12), 17th level (4d12)

This feature can be applied to the number of Proficiency Bonus and resets itself after a long Rest.

 

Whisper of the Winds

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.

I am the Thunder

At 14th level, you are ready to leap into battle at a moment's notice, crashing down on your foes like thunder from the heavens. As part of entering a rage, you can choose to leap into the air, before crashing down on a point on the ground that you can see within 30 feet. All creatures in a 20-foot radius centered on that point must succeed on a Dexterity saving throw against your save DC or take a number of 14d6s of thunder damage, or half as much on a success.


If a creature is on the point on which you land, they have disadvantage on the saving throw and are pushed 5 feet out of your space into an unoccupied space of their choice. If no unoccupied space is within range, the creature instead falls prone in your space.

 

Previous Versions

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11/27/2023 4:53:57 PM
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