Barbarian
Base Class: Barbarian

Barbarians that walk the Path of Storm's Call direct their Rage toward the magical secrets of the storms. Their path is one of Nature's purest form of violence, and they channel their Rage to open themselves to the power of thunder.

Level 3: Storm's Fury

You can channel thunderous power into your strikes. On each of your turns while your Rage is active, your first hit with a weapon or an Unarmed Strike sends an arc of lightning damage equal to 1d6 plus half your Barbarian level (round down) into another enemy within 5 feet. The extra damage is Thunder.

At Level 6: The strike produces two arcs of lightning to hit up to two creatures within five feet. If the player chooses to hit two enemies, each enemy takes 1d6 plus Barbarian level (round down) instead. If the player chooses to hit one enemy, the enemy will take 2d6 plus Barbarian level (round down).

At Level 10: The first hit now produces three arcs of lightning to hit up to 3 creatures within 5 feet. This follows the previous level's logic. The three arcs can be split between 3 other enemies or all sent into one enemy.

At Level 15: Storm's Fury now produces 4 arcs of lightning that can be split to hit up to four separate enemies. The player may also choose to produce only 2 arcs of lightning (at 2d6 + Barbarian level) to strike an enemy up to 10 feet away.

At Level 20: Storm's Fury now sparks upon every hit in combat when in Rage. Each arc of lightning now strikes enemies up to 10 feet away.

Level 3: Hands of Power

You can cast the cantrip Thunderclap as a bonus action (cooldown of 5 rounds) while in Rage.

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw (DC 8 + your Strength modifier + Proficiency Bonus). On a failed save, the creature takes 1d6 thunder damage.

At Level 6: Thunderclap now does 2d6 damage to creatures who fail their Constitution saving throw (DC 8 + your Strength modifier + Proficiency Bonus)

Level 3: Crackling Attack

When you use a reckless attack, you crackle with electrical energy until the start of your next turn. Creatures will still have Advantage when they attack you, but any melee attack that results in damage against you will also cause the attacker to take 1d4 of thunder damage. At level 12, this increases to 1d8.

Level 6: Gale Force

Whenever a Medium or smaller creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon a gale force winds behind the creature. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be pushed to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the creature moves, it must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be knocked prone. Any creature who is moved by the wind has its movement speed reduced to 0 for the rest of its turn.

If the creature being struck by the wind is Large, they must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be knocked prone.

Creatures that are Huge or larger are unaffected.

Level 10: Storm's Spite

You may now cast Thunderwave as a bonus action instead of Thunderclap. This is still subject to the 5 round cool down. It does not require a spell slot to cast Thunderwave.

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw (DC 8 + your Strength modifier + Proficiency Bonus). On a failed save, a creature takes 3d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Level 14: Thunderwave now deals 4d8 damage on a failed Constitution saving throw (DC 8 + your Strength modifier + Proficiency Bonus).

At level 17: Thunderwave now deals 5d8 damage on a failed Constitution saving throw.

At Level 20: Thunderwave now affects things within a 20 foot cube.

Level 14: Thunderous Step

When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see. (Cool down of 5 rounds)

Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Level 17: Thunderous Step now does 4d10 damage to creatures within 10 feet of space you left.

At Level 20: Thunderous Step now does 5d10 to creatures within 10 feet of the space you left.

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