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### Path of the Storm Caller All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Caller learn to summon the natural power of the fiercest storms to fuel their rage, giving them a mantle of primal magic, which swirls around them. #### Wrath of the Storm Starting when you take this path at 3rd Level, you become wreathed in a lightning aura when you rage. When you enter your rage, and again on each of your turns as a bonus action, you can use this storm energy to imbue a weapon you are currently holding with the energy of your wrath, which lasts until the end of your current turn. While imbued, the next attack using this weapon that that hits expends this energy, dealing an additional 1d6 lightning damage. This extra damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. In addition, if you so choose, your Rage Damage deals lightning damage, instead its normal damage. #### Weather Sense Also at 3rd level, your connection to the power of storms also grants you an innate ability to sense the weather. As an action, you can predict what the weather will be at your current location for the next 24 hours with perfect accuracy. This knowledge does not take into account possible magical modification of the weather. #### Storm Soul At 6th level, the storm grants you benefits even when your are not raging. Strong wind and heavy precipitation (DMG p. 110) do not impose disadvantage on Wisdom (Perception) ability checks for you. In addition, you can call on the storms to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest: ***Channel the Wind.*** The force of the wind carries you. Your base jumping distance is doubled, and all your jumps count as if you have a running start. In addition, you may use a bonus action to make a special Strength (Athletics) check, extending your long jump distance by the total rolled and your high jump distance by the total rolled divided by 4, rounded down. This extra distance does not count against your movement, ***Shielding Storm.*** The storm shields and protects you. You gain resistance to lightning and thunder damage. ***Touch of the Storm.*** You can harness some measure of the storm energy that fuels your rage to control the environment around you, even when you are not raging. As an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire; touch water and turn a 5-foot cube of it into ice, which melts after 1 minute (as long as no creature is inside the cube); or create a small blast of air capable of moving one small object that is neither held nor carried up to 10 feet away from you (but not with enough force to cause damage). \columnbreak #### Move with Thunder At 10th level, you can use an action to teleport yourself to an unoccupied space you can see within 90 feet. 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 against a DC of 8 + your Constitution modifier + your proficiency bonus, 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. Using this action extends your rage as if you had made an attack. You can only use this feature once per rage. #### Embody the Storm At 14th level, the power of the storm you channel grows mightier, and you embody it's essence. You gain one of the following effects: ***Ride the Wind.*** While you are raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. ***Bludgeoning Gale.*** While you are raging and hit a creature with a melee weapon attack, you can use your reaction to force that creature to make a Strength saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is knocked prone, as if struck by a mighty wind. ***Lightning Storm.*** The lightning around you intensifies and crackles with power. When a creature hits you with a melee attack, you can use your reaction to cause your lightning aura to retaliate, doing 2d6 lightning damage to the creature that hit you.