Way of the stormbound fist

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Revision as of 21:49, 24 November 2024 by Admiralbenbo (talk | contribs) (Created page with "<blockquote>This is a barbarian subclass for D&D 5e 2014.</blockquote>You have an affinity for storms and lightning, to the point that your body hums with electricity. Your fists hit with the crack of thunder. === Storm Fist === When you choose this path at 3rd level, you can concentrate your primal electricity in your unarmed attack. When you hit with an unarmed attack, your fists deal 1d10 damage instead of 1. You can choose to make this damage lightning damage instea...")
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This is a barbarian subclass for D&D 5e 2014.

You have an affinity for storms and lightning, to the point that your body hums with electricity. Your fists hit with the crack of thunder.

Storm Fist

When you choose this path at 3rd level, you can concentrate your primal electricity in your unarmed attack. When you hit with an unarmed attack, your fists deal 1d10 damage instead of 1. You can choose to make this damage lightning damage instead of bludgeoning.

If you wield a weapon, the weapon deals lightning damage or its regular damage type (your choice).

Lightning Throw

Starting at 3rd level, when you make a ranged attack with a thrown weapon, the short range is equal to the long range. When you hit with a ranged attack with a thrown weapon, the attack deals an additional 1d6 lightning damage.

Amplification

Starting at 3rd level, when you hit with a weapon attack (including an unarmed attack), you can choose to infuse it with extra electricity. When you do so, the attack deals 2d6 extra lightning damage and the target must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the target is stunned until the end of your next turn. If the triggering attack was a critical hit, the target automatically fails the saving throw. Once you use this ability, you cannot do so again until you finish a long or short rest.

Implacable

Starting at 6th level, you have gained a measure of implacability–one cannot stand against an oncoming storm or against your raging advance. You gain the following benefits.

  • On your turn when you are grappled or restrained by an ability that requires a check to escape, you can do so without expending an action. Additionally, you have advantage on Strength (Athletics) checks made to impose a grapple.
  • When you take the Dash action, the additional movement gained is equal to twice your speed instead of 1x your speed. Additionally, when you take the Dash action, move at least 10 feet, and end your movement within reach of a creature, you can immediately make an unarmed attack against them as part of that action.
  • You gain resistance to lightning and thunder damage.

Overcharged

Starting at 10th level, the lightning courses through your blood. You gain the following benefits.

  • Lighting damage that you do ignores resistance and treats immunity as resistance.
  • When you hit with the attack granted by your Implacable feature, you can use your Amplification ability even if you have already expended it. If you have not expended it, this does not expend its use.
  • While you are raging, you gain a flying speed equal to your speed as lightning forms crackling wings.

Havoc

Starting at 14th level, your rage carries with it primal lightning and thunder. You gain the following benefits:

  • You now have 2 charges of Amplification per short rest instead of one.
  • While you are raging, you can use an action to stomp the ground, creating a shocking web of lightning. All creatures of your choice within 30 feet  must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they take 8d8 lightning damage and are knocked prone and restrained by bands of lightning. On a success, they take half as much damage and are only knocked prone (not restrained). Restrained creatures take 2d8 lightning damage at the beginning of each of their turn and can attempt the saving throw again at the end of each of their turns, ending the effect on a success.