The Storm Wielder

Saving Throws

When a feature forces to make a saving throw, your DC equals 8 + your proficiency bonus + your Constitution modifier.

Storm Overload

When you choose this path at 3rd level, you learn how to harness the power of the storm, but doing so is a double edged sword.

When you use certain Storm Wielder features you get a number of Storm Charges. If you are holding a number of Storm Charges that is equal to or greater than your barbarian level, or if your rage ends while you are still holding Storm Charges, you overload.

At the end of your next turn, you lose all of your Storm Charges and take lightning damage equal to the Storm Charges you lost this way. Additionally, at the end of that turn you become stunned for one round unless you have successfully used the Calamity Rod feature during that turn.

The damage you take from being overloaded cannot be reduced or prevented in any way.

Thunder Strike

Starting at 3rd level, you can channel the might of the storm in your weapon.

While raging, when you hit with a melee or thrown weapon attack you can cause your weapon to unleash a thunder that's audible within 300 feet from you. The attack deals an extra 1d6 thunder damage, and you get 1 Storm Charge.

Starting at 10th level, the extra damage dealt by Thunder Strike increases to 1d8.

Calamity Rod

Starting at 3rd level, you can discharge on your foes the energy that you gather when wielding the storm.

When making a melee weapon attack while raging, you can use this feature to channel your Storm Charges in the attack. On a hit, you lose all the Storm Charges you have and the target suffers 1d4 lighting damage per Storm Charge you lost this way instead of the normal damage it would have taken by the attack. If you miss, you get 1 Storm Charge.

Alternatively, you can discharge your Storm Charges on a thrown weapon attack. If you do so, you immediately lose all the Storm Charges you are holding. The weapon you throw becomes a bolt of lightning, forming a line 5 feet wide that extends out from you to the target. Each creature in the line excluding you must make a Dexterity saving throw, taking 1d4 lightning damage per Storm Charge you lost this way on a failed save, and half as much damage on a successful one. You then must make a Constitution saving throw, taking the same damage on a failed save, or half as much damage on a successful one.

Unleash the Gale

Starting at 6th level, while you are raging, you have advantage on ability checks and saving throws to resist being moved, shoved, knocked prone or grappled.

Additionally, while you are raging, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause a freezing wind to burst from you and force the creature to make a Constitution saving throw. You immediately get 2 storm charges, and the creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

One with the Sky

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

When you do so, you must finish a long rest before you can do it again.

Stormbearer

Starting at 14th level, while you are raging, you can use your bonus action to surround yourself with lightning, immediately getting 5 Storm Charges.

Until the start of your next turn, each creature that gets within 5 feet of you for the first time in its turn, or that starts its turn there, must make a Dexterity saving throw, taking 5d6 lightning damage on a failed save, or half as much damage on a successful one.

After you have used this feature a number of times equal to your Constitution modifier, you have to finish a short or long rest before you can use it again.