D&D 5E Please critique the following Homebrew Barbarian path "Path of the Storm Wielder"

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
 

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Storm's Fury: becomes kinda useless as soon as the barbarian gets extra attack, at 5th level. You are unlikely to give up an attack for 1d6 damage in a very small AoE. Give it some scaling, perhaps.

Thunderour Roar: DC scales on charisma, wisdom save. That's very weird for a thunder damage effect. I'd suggest a constitution based DC, and a constitution save, as well.
2d8/3d8/4d8+1/2 level sounds a bit much in terms of damage for a free AoE rider on rage. Maybe drop the extra 1/2 level damage.

Unleash the storm: Pretty cool ability. Seemed a bit too damaging at first, but then I realized that it isn't more powerful than a slightly upcasted Spirit Guardians, so it's probably fine at 14th level.
 

The 10th level subclass feature of barbarian subclasses tends to be a ribbon: a bit of flavour or a utility power that doesn't increase the character's effectiveness in combat.

Storm's Fury. This might work best as an ability you can trigger on a hit once per turn. But by making it hit all creatures and not ones you choose might make it more balanced.

Unleash the Storm. This should probably specify it affects creatures that enter the space or start their turn there.
 

Thanks for the input folks. I agree @Jester David that Storm's Fury should trigger on a hit 1/turn. That makes sense and then it could be used with multiple attacks for a little boost. With regard to Thunderous Roar, @Olrox17, I like the power and Constitution definitely is a better indicator for a save and was what I was thinking when I initially started reviewing. Dropping the 1/2 level is probably a good idea also. I'm still not sure about the damage for Unleash the Storm. It does seem a little high but I'm not sure if it is 'game breaking'. I'll update this a bit with your inputs! Thanks again for replying.
 

I find it a little odd that Thunderous Roar is choice of target and a circle area of effect. Just a flavor thing, but I probably would have gone with all enemies and a cone or other straight ahead AoE. Not a big deal. The overall level of effect might be high, given that it does damage plus 2 effects. The comment above about ribbons at 10th is important too. Replacing one ribbon with two abilities may be overkill.
 

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