Dax Doomslayer
Adventurer
Hi Folks,
I was wondering if the following is balanced. I have a player wanting a certain flavor and the Storm Herald doesn't quite 'hit the target'. We've been working together on how to craft what they are trying to do. I think having 2 abilities at level 10 is a potential issue but was curious as to what people's thoughts are on with regard to the following Barbarian subclass and also the recharge time of these abilities. Any input is greatly appreciated!! Thanks.
Path of the Storm Wielder
3rd Level – Storm’s Fury
Starting at 3rd level, you can channel the might of 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 creatures within 5 ft of him, that you choose, suffer and additional 1d6 thunder damage
6rd Level – Child of the Storm
Starting at 6th level, you gain resistance to thunder & lightning damage. You do not need to be raging to have this resistance. Moreover, while you are raging, you cannot be being moved, pushed or knocked prone.
10th Level – Thunderous Roar / One with the Winds
Thunderous Roar
Starting at 10th level, whenever you enter your rage, you can choose to a roar unleashing a thunderous force that sweeps out from you. If you do so, every creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature takes 2d8 thunder damage + 1/2 your barbarian level and is pushed 10 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.
At higher leveIs, the damage increases by 1d8 at 14th and an additional 1d8 at 18th level.
One with the Winds
When you are raging, you can traverse an open/void space equal to your base movement + an additional 5ft for each constitution bonus point.
14th Level – Unleash the Storm
Whenever you rage, you can cause a halo of lightning to surround you until the end of your turn. 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.
At 18th level, the damage dice changes to 5d8
I was wondering if the following is balanced. I have a player wanting a certain flavor and the Storm Herald doesn't quite 'hit the target'. We've been working together on how to craft what they are trying to do. I think having 2 abilities at level 10 is a potential issue but was curious as to what people's thoughts are on with regard to the following Barbarian subclass and also the recharge time of these abilities. Any input is greatly appreciated!! Thanks.
Path of the Storm Wielder
3rd Level – Storm’s Fury
Starting at 3rd level, you can channel the might of 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 creatures within 5 ft of him, that you choose, suffer and additional 1d6 thunder damage
6rd Level – Child of the Storm
Starting at 6th level, you gain resistance to thunder & lightning damage. You do not need to be raging to have this resistance. Moreover, while you are raging, you cannot be being moved, pushed or knocked prone.
10th Level – Thunderous Roar / One with the Winds
Thunderous Roar
Starting at 10th level, whenever you enter your rage, you can choose to a roar unleashing a thunderous force that sweeps out from you. If you do so, every creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature takes 2d8 thunder damage + 1/2 your barbarian level and is pushed 10 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.
At higher leveIs, the damage increases by 1d8 at 14th and an additional 1d8 at 18th level.
One with the Winds
When you are raging, you can traverse an open/void space equal to your base movement + an additional 5ft for each constitution bonus point.
14th Level – Unleash the Storm
Whenever you rage, you can cause a halo of lightning to surround you until the end of your turn. 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.
At 18th level, the damage dice changes to 5d8