Path of the Storm Wielder

Wind, rain and thunder. The storm is the quintessential force of nature, comparable only to volcanoes and earthquakes. A barbarian can tune in with such a force by manifesting the will to become unstoppable and inescapable. This bond is not without risk: once summoned, the storm can only grow until it discharges its immense power on something or someone. Such as you.

Storm Caller

When you choose this path at 3rd level, you harness the power of the storms. Every time you use one of your Storm Wielder features, you gain a number of Storm Charges. You can hold up to a number of storm charges equal to your barbarian level.

Every time you have a number of storm charges equal to your level, or when your barbarian rage ends, you immediately lose all charges and receive 1d6 points of damage as the unbridled storm surges through your body. This damage cannot be prevented in any way.

Thunder Blow

Starting at 3rd level, you can channel the might of a gale-force-wind. When you use the Attack action while raging, you can empower your weapon to deal an extra 1d6 thunder damage with each successful attack. You gain one Storm Charge for each attack empowered this way, two charges on a critical hit.

Starting at 10th level, Thunder Blow feature adds 1d8 thunder damage instead of a 1d6.

Calamity Rod

Starting 3rd level, you can discharge the storm on another living creature.

As an action, while you are raging, make a single melee weapon attack against a creature. If it hits, the target and all other creatures within 5 ft. of him suffer 1 thunder damage for every storm charge you possess and you lose your all storm charges. If the attack fails, you gain a number of storm charges equal to your rage damage.

Starting at 10th level the area of effect of your calamity rod feature increases to 10 ft.

Unleash The Gale

Starting at 6th Level, you have advantage on saving throws made to resist being moved, pushed or knocked prone. Also, when you’re hit by a melee attack, you can unleash a sudden wind, causing 1d6 thunder damage to the attacker and gaining a storm charge.

Imbue the Cloud

Starting at 6th level you can fill your weapon with the essence of a rumbling blizzard cloud. When you activate your thunder blow feature, you can convert all the weapon damage (whether slashing, piercing or bludgeoning) into lightning or cold damage. This feature also converts any extra damage, including your Strength or Dexterity bonus.

Every time you make an attack with imbue the cloud, you gain a storm charge, in addition to the one gained from thunder blow.

One with the Winds

Starting at 10th level, you can cast control weather as a ritual.

Step of Thunder

Starting at 14th level, as a bonus action, you can cause a halo of lightning to surround you until the end of your turn, gaining 5 storm charges. When you do, each creature with 5 ft. of you must make a Dexterity saving throw. On a failed save, the creature takes 5d6 lightning damage. On a successful save, the creature takes half as much damage. The DC is 8 + your proficiency bonus + your Constitution modifier.

Section 15: Copyright Notice

Journey To Ragnarok © Michele Paroli 2018