Barbarian
Base Class: Barbarian

Storm Callers are fierce, reckless, warriors who channel the powers of storms in battle. These warriors manifest elemental aspects when they enter their battle Rage. Some are surrounded by howling winds, others manifest tiny lightning bolts leaping across their skin, others grow a layer of frost around themselves. 

Level 3: Aspect of the Storm

Choose one storm type to channel, you can change your choice whenever you finish a long rest.

Blizzard

You channel the ice and snow of the Blizzard. When you enter your Rage, or as a bonus action while you are raging, you gain temporary hit points equal to 1d10 + your Constitution modifier. A creature that hits you with a melee attack while you have these hit points takes cold damage equal to your Constitution modifier.

Fire

Flames swirl around you. While Raging, you can use a bonus action to deal fire damage equal to your Strength modifier to each creature within 10 ft of you. 

Lightning

Bolts of lightning flow across your skin. While Raging, the first time you hit a creature with a weapon attack or unarmed strike on your turn, you deal an extra 1d12 lightning damage to it. 

Tornado

You channel the power of howling winds of a tornado. While you are Raging, you can use a bonus action to jump 30 ft, this movement does not trigger attacks of opportunity. In addition, if you use force to cause another creature to move, such as a Shove or the Push mastery, it moves an additional 5 ft. 

Whirlpool

You gain a swim speed equal to your walking speed, and while Raging the area in a 10 ft emanation  is difficult terrain to creatures of your choice.

Level 3: Storm Blast

When you take the Attack action, you can replace one attack with a burst of elemental energy that matches your Storm Aspect. Creatures in a 30 ft line make a Dexterity saving throw against a DC = 8 + your Constitution modifier + your proficiency bonus. Fail: a number of d6s equal to your Rage damage bonus fire (fire), cold (blizzard), lightning (lightning), or acid (whirlpool) damage. Success: half damage.

Level 6: Elemental Resistance

While you are raging, you gain the following benefit depending on your current Storm Aspect.

Blizzard

You gain resistance to Cold damage, while raging your weapon attacks and unarmed strikes can deal cold damage instead of their normal damage type.

Fire

You gain resistance to Fire damage, while raging your weapon attacks and unarmed strikes can deal fire damage instead of their normal damage type.

Lightning

You gain resistance to Lightning and Thunder damage, while raging your weapon attacks and unarmed strikes can deal lightning or thunder damage instead of their normal damage type.

Whirlpool

You gain resistance to Acid damage, while raging your weapon attacks and unarmed strikes can deal acid damage instead of their normal damage type.

Level 10: Storms Vengeance

 When you are hit by an attack, you can call on your Storm Aspect to take revenge, you can use this ability 5 times, and regain all uses when you finish a long rest.

Blinding Flames

As a reaction, your attacker must make a Constitution saving throw, DC = 8 + your Constitution modifier + your proficiency bonus, or be blinded until the end of your next turn.

Deflecting Winds

As a reaction, you deflect the strike, reducing the damage you take from the attack by half.

Freezing Chill

As a reaction, your attacker takes 2d8 cold damage and their movement speed is reduced to 0 until the start of your turn.

Shocking Rebuke

As a reaction, you release a bolt of lightning that shocks the attacker. Your attacker takes 2d6 lightning damage and has disadvantage on the next attack roll it makes before the end of the current turn.

Water Surge

As a reaction, your attacker must make a Dexterity saving throw, DC = 8 + your Constitution modifier + your proficiency bonus, on a failure the target takes 2d8 bludgeoning damage and is knocked prone, or half as much damage on a successful save.

Level 14: Soaring Winds

While Raging, you have a 60 ft fly speed.

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