**3rd Level: Thunder Seeker** *(Cleric Path of Tempest)* Rage damage takes on an electrical manifestation, discharging as the listed additional lightning damage on the first melee attack on your turn. An opponent (Large or smaller) hit can be pushed up to 10 feet away (unless STR save vs. Spellcasting DC). All other attacks "build up charge". **Resistance** At 6th level, while raging you resist thunder. At 10th level, while raging you gain resist lightning. At 14th level the resistance to lightning becomes immunity. At 18th level, while raging you can selectively draw all lightning damage within 15 feet of you to you, effectively giving creatures of your choice immunity within that range. **6th Level: Bring Da Boom** You can direct falling damage (which you resist while raging) into bonus **thunder** damage: * either as a STR-based physical melee attack (+1d6 **thunder** damage per 1d6 of the falling damage) or * into an area effect like *Thunderwave* or *Destructive Wave* (+1 **thunder** damage per 1d6 of falling damage) You fall prone after the attack or effect unless succeeding on a Strength (Athletics) check vs. DC 8+(1/10ft fallen), which allows you to land in "superhero" weapon-ready stance. This may only be used once. To be able to ***Bring Da Boom*** again, you must complete a short or long rest. **14th Level: Eagle Attunement** *(Totem Warrior Path)* While 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 (you can move this way ahead of your attack action to intentionally fall and use ***Bring Da Boom***.)
*See also GMBinder Path of the Stormbringer by DracoDruid.*