Path of Thunder (5e Subclass)

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Path of Thunder[edit]

AI generated image of a half-orc Thunder Barbarian.

Barbarian Subclass

Was that thunder? Or the beating of tribal drums? Or the sound of a barbarian smashing his foe so hard that the very air around them reverberates from the concussion? When it comes to barbarians of the Path of Thunder, it could be any of these.

Thunder Barbarians, sometimes caller "Thundars" or "Boomers", live their lives in reverence to storms, particularly thunderstorms. Their rituals (namings, coming of age, matrimony, funerals) all take place in the midst of thunderstorms. Many are even born in the midst of storms, when the rolling thunder can cover their first cries into this world. What better way is there to revere the storm than to emulate it? Thus do Thundars hone and channel their power. First they deal the damage of thunder, then they resist that same damage, then bring healing the way rains revive nature, then even find ways to make their touch endure like rolling thunder lingering beneath the clouds.

Many of the Thunder Barbarian's abilities resemble spells. As such, the spells and features in this subclass have a spell save DC of 8 + your Constitution modifier + your proficiency bonus.

Boom

At 3rd level, you harness the power of thunder in your strikes while you rage. Once per round while raging, when you deal damage with a Strength-based attack, add 1d4 thunder damage. If a 4 rolls on this damage die, the creature's movement is reduced by 10 feet and they cannot take an attack of opportunity until the start of your next turn. The damage from this feature increases to 2d4 at level 8 and 3d4 at level 15. If any of the dice show a 4, the penalties are incurred.

Starting at 10th level, all of your strength based attacks while raging deal this extra thunder damage.

Thunderous Aura

Also at 3rd level, you learn the Thunderclap cantrip. When you take the attack action, you can replace one of your attacks with this cantrip. This works whether you are raging or not. This can (but doesn't have to) be the attack for which you apply your Boom feature, in which case you roll the extra damage for one creature that took damage from the spell.

Stormborn

At 6th level, you are resistant to thunder damage. Also, when you take damage, you can attempt to change the damage type to thunder damage. When you take damage, use your reaction to make a Constitution saving throw against a DC of 15 or, in the case of a spell, the caster's spell save DC (whichever is higher). If you succeed, the damage becomes thunder damage. While you are raging, this does not require the reaction (free action). You can attempt this as often as you like, but you can only change the damage a number of times equal to your Constitution modifier (minimum 1), regaining all uses at the end of a short or long rest.

Voice of the Storm

At 10th level, your booming voice develops the ability to impress or dishearten those around you. You learn the Thaumaturgy cantrip. Like most spells, this cannot be used while raging. However, a number of times per day equal to your Charisma modifier (minimum 1), you can attempt to use Thaumaturgy as part of a Charisma ability check.

Once per day, you can also use Thaumaturgy to frighten or charm a number of creatures of your choice up to your Charisma modifier (minimum 1). Each creature must make a Wisdom saving throw versus your spell save DC. This effect lasts for one minute, until the creature takes damage, or until you start to rage. All uses of this feature are regained at the end of a long rest.

Hale Storm

Also at 10th level, you gain the healing power of a storm. When you are not raging, you can use an action to expend up to 2 hit dice to heal yourself or an ally the amount rolled + your Constitution modifier. The first time you do this after a short or long rest, there is no consequence. After that, you gain a level of exhaustion for each use. That exhaustion cannot be removed until you finish a long rest.

Enduring Rumble

At 14th level, the thunder that empowers your blows reverberates within your enemies, continuing to damage them. When you deal thunder damage to a creature, their body continues to rumble (treat as a disease). On your turn, you can use your bonus action to cause any creature that is rumbling to take 2d6 thunder damage. If either of the damage dice are a 6, the creature drops prone from the sudden shock of thunder. If both dice roll 6, that creature becomes prone and stunned until the start of your next turn . The rumbling will stop if either damage die shows a 1, if the creature uses its action to attempt a Constitution save to purge the rumbling, or by any means of removing a disease such as lesser restoration or a paladin's Laying on Hands. Creatures that are immune to diseases are not immune to rumbling, but they carry it only until the first time they receive damage from it unless it is otherwise removed before that.


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