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Barbarian - Path of Thunderstorms

This document describes the Path of the Thunderstorm barbarian subclass. It gains abilities at levels 3, 6, 10, and 14 that allow it to channel the powers of storms while raging. At level 3 it can infuse attacks with thunder, lightning, or gain bonus movement. At level 6 it can create a swirling wind storm. At level 10 it can cast sending spells using Constitution. And at level 14 its storm abilities are enhanced, knocking targets down, hitting more with lightning, or teleporting with wind.
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0% found this document useful (0 votes)
92 views

Barbarian - Path of Thunderstorms

This document describes the Path of the Thunderstorm barbarian subclass. It gains abilities at levels 3, 6, 10, and 14 that allow it to channel the powers of storms while raging. At level 3 it can infuse attacks with thunder, lightning, or gain bonus movement. At level 6 it can create a swirling wind storm. At level 10 it can cast sending spells using Constitution. And at level 14 its storm abilities are enhanced, knocking targets down, hitting more with lightning, or teleporting with wind.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PATH
ATH
ATH
ATH OF T
ATH OF
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OF
OF TTT
THUNDERSTORMS
HUNDERSTORMS
HUNDERSTORMS
HUNDERSTORMS
HUNDERSTORMS
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.

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LIVING
IVING
IVING
IVING TT
T
THUNDERSTORM
HUNDERSTORM
HUNDERSTORM
HUNDERSTORM
HUNDERSTORM
At 3rd level, you can infuse yourself with the powers of the
storm while raging, once per turn on your turn, you can
choose one of the following skills to use:

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 feet, it takes lightning damage equal to 1d6 + your
proficiency bonus.

Hurricane Step: You can use the dash action as a bonus


action, if you so you 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.

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Beginning at 6th level, you are the embodiment of
thunderstorms. As an action you can cause impossibly strong
winds to swirl in a 10 feet 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 area 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.
W
W
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W
WHISPERS
HISPERS
HISPERSIN
HISPERS
HISPERS ININ THEW
INTHE
IN THE
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WINDIND
IND
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IND
• It hedges out vapor, gas, and fog that can be dispersed by From 10th level, you learned to whisper in the thunder and
strong wind. winds, carrying your messages throughout the world. You can
You can use this ability a number of times equal to your cast the sending spell a number of times equal to your
Constitution modifier, and regain all uses after a long rest. Constitution modifier, and regain all uses after a long rest.
Constitution is your spell casting modifier for this spell.

A
A
A
A WAKENEDT
AWAKENED
WAKENED
WAKENED
WAKENED TT
T
THUNDERSTORM
HUNDERSTORM
HUNDERSTORM
HUNDERSTORM
HUNDERSTORM
Note: A flying creature in a strong wind must land at At 14th level, you are one with the storms. Your living
the end of its turn or fall. A strong wind in a desert can thunderstorm ability improves, when you choose one of the
create a sandstorm that imposes disadvantage on skills it gains additional benefits:
Wisdom (Perception) checks that rely on sight.
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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