The Stormchaser Overhaul
Legacy Edition
Barbarian
Barbarian
The Barbarian
Level | Proficiency Bonus | Features | Rage Die | Rage Powers |
---|---|---|---|---|
1st | +2 | Rage, Natural Resilience | d4 | 0 |
2nd | +2 | Danger Sense, Reckless Attack | d4 | 1 |
3rd | +2 | Fighting Style, Primal Path | d4 | 1 |
4th | +2 | Ability Score Improvement | d4 | 2 |
5th | +3 | Extra Attack, Fast Movement | d6 | 2 |
6th | +3 | Primal Path Feature | d6 | 3 |
7th | +3 | Feral Instinct, Instinctive Pounce | d6 | 3 |
8th | +3 | Ability Score Improvement | d6 | 4 |
9th | +4 | Brutal Critical (1 Die) | d8 | 4 |
10th | +4 | Path Feature | d8 | 5 |
11th | +4 | Relentless Rage | d8 | 5 |
12th | +4 | Ability Score Improvement | d8 | 6 |
13th | +5 | Brutal Critical (2 Dice) | d10 | 6 |
14th | +5 | Path Feature | d10 | 7 |
15th | +5 | Persistent Rage | d10 | 7 |
16th | +5 | Ability Score Improvement | d10 | 8 |
17th | +6 | Brutal Critical (3 Dice) | d12 | 8 |
18th | +6 | Indomitable Might | d12 | 9 |
19th | +6 | Ability Score Improvement | d12 | 9 |
20th | +6 | Primal Champion | d12 | 10 |
Proficiencies
Armour: Light armour, medium armour
Weapons: Simple weapons, choose 4 martial weapon groups
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 3 from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and four javelins
Rage
In battle, you fight with primal ferocity. You have a number of rage points equal to your level + your Constitution modifier. You can spend these points to fuel various rage powers. When you spend a rage point, it is unavailable until you finish a short or long rest, at the end of which you recover all of your expended rage back.
Some of your rage powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:
Rage save DC = 8 + your proficiency bonus
+ your Constitution modifier
On your turn, you can spend a rage point to enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armour:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack, you deal an additional 1d4 damage. This bonus damage die increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th level and a d12 at 17th level.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage at any time (no action required).
As a barbarian gains levels, they learn to use their rage in new ways. Starting at 2nd level, a barbarian gains a rage power. hey gain another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers' prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title).
Unarmoured Defence
Natural Resilience
You have innate Damage Reduction equal to your Constitution modifier. This DR does not stack with armour, but when wearing armour you may use the better of your Constitution modifier or the armour's DR.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Fighting Style
Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Instinctive Pounceᵀ
When you reach 7th-level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Rage Powers
Ancestor Guidance
When the barbarian is raging and makes a skill check, they may spend a rage point to add their rage die to the result.
Animal Fury
While raging, the barbarian gains a bite attack that deals 1d4 points of piercing damage plus the barbarian's Strength modifier. The barbarian may spend a rage point to make a bite attack as a bonus action. If the barbarian already has a bite attack, its damage die increases by one step.
Additionally, a barbarian can spend a rage point to make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round have advantage.
Auspicious Mark
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark they possess. Once per rage, as a reaction that costs 2 rage points, the barbarian can call upon the spirits' favor. Using auspicious mark lets them add their rage die to one d20 roll that they have just made. They can call on the auspicious mark after seeing the result of the d20 roll.
Intimidating Glare
The barbarian can spend a rage point to make an Intimidation check against one adjacent foe as a bonus action. If the barbarian's ability check equals or exeeds the target's passive insight, then the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Battle Roar
Prerequisites: Barbarian 6, Intimidating Glare
When the barbarian successfully demoralises an opponent using intimidating glare, they can spend an additional rage point to also deal their rage die in thunder damage to that opponent.
Trample
As an action, the barbarian can spend a rage point and attempt to overrun any creature that is the same size or smaller than itself. This works just like the overrun combat action, but the barbarian does not need to make a check, it merely has to move over opponents in its path.
Targets of the overrun take an amount of damage equal to the barbarian’s rage damage + its Constitution modifier and may make an opportunity attack, but at disadvantage. If a target forgoes its opportunity attack, it may attempt to avoid the barbarian creature and make a Dexterity saving throw against the barbarian's rage save DC to take half damage.
The barbarian can only deal this damage to each target once per round, no matter how many times its movement takes it over a target creature.
Primal Paths
Path of the Berserker
For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your bonus action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Bloodrager
While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.
Bloodcasting
At 3rd level, you gain the ability to cast spells and concentrate on them, even while raging. While raging, you can only cast and concentrate on your bloodrager spells; spells from other classes cannot be cast in this state.
Bloodrager Spellcasting
Barbarian Level | Cantrips Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3rd | 2 | 2 | — | — | — |
4th | 2 | 3 | — | — | — |
5th | 2 | 3 | ─ | — | — |
6th | 2 | 3 | ─ | — | — |
7th | 2 | 4 | 2 | — | — |
8th | 2 | 4 | 2 | — | — |
9th | 2 | 4 | 2 | — | — |
10th | 3 | 4 | 3 | — | — |
11th | 3 | 4 | 3 | — | — |
12th | 3 | 4 | 3 | — | — |
13th | 3 | 4 | 3 | 2 | — |
14th | 3 | 4 | 3 | 2 | — |
15th | 3 | 4 | 3 | 2 | — |
16th | 3 | 4 | 3 | 3 | — |
17th | 3 | 4 | 3 | 3 | — |
18th | 3 | 4 | 3 | 3 | — |
19th | 3 | 4 | 3 | 3 | 1 |
20th | 3 | 4 | 3 | 3 | 1 |
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. At 10th level you learn another sorcerer cantrip.
Spells Known
You know a number of 1st-level sorcerer spells equal to your charisma modifier + one third of your barbarian level, rounded down (minimum of one spell). All but one of your spells must be chosen from the abjuration and evocation spells on the sorcerer spell list.
When you learn more sorcerer spells of 1st level or higher, each of these spells must also be an abjuration or evocation spell from the sorcerer spell list, and must be of a level for which you have spell slots.
The spells you learn at 6th, 12th, and 18th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 6th, 12th, or 18th level from any school of magic.
Spell Slots
The Bloodrager Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Focus
You can use a simple or martial melee weapon as a spellcasting focus for your bloodrager spells.
Bloodline
At 3rd level, the power that lies dormant in your blood awakens.
Each bloodrager has a source of magic somewhere in their heritage that empowers their rage. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family's past. Regardless of the source, this influence manifests in a number of ways.
Pick one bloodline. Once made, this choice cannot be changed. Bloodline abilities, with exception of languages, can only be used when raging.
Abyssal
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you’re bloodraging, you embody its terrifying presence.
You can speak, read, and write Abyssal.
Furthermore, you grow claws while raging. These count as two light finesse weapons that deal 1d6 points of slashing damage each. At 6th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 10th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Additionally, when you rage you can choose to grow one size category larger than your base size, as Enlarge/Reduce.
Divine
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being.
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. You may not replace this spell when you level up.
You can also speak, read and write either celestial or infernal.
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection from Evil and Good |
Draconic
At some point in your family’s history, a dragon interbred with your bloodline. Now, the sublime monster’s ancient power fuels your bloodrage.
You can speak, read, and write Draconic.
Furthermore, as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armour, your DR equals 3 + your Constitution modifier.
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.
You can speak, read, and write Primordial.
Furthermore, choose one element.
Element | Damage Type |
---|---|
Earth | Acid |
Air | Lightning |
Fire | Fire |
Water | Cold |
You gain resistance to damage of the associated type. In addition, whenever you start casting a spell of 1st level or higher that deals this kind of damage, magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take elemental damage equal to half your barbarian level.
Giant
You discover innate magical abilities within yourself that are based on your giant heritage.
You can speak, read, and write Giant.
Select one of the giant types from the Mark of the Ordning table. At 3rd level, you learn a cantrip and a 1st level spell. At 7th level, you learn a 2nd level spell. These spells are associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your sorcerer spells known.
Mark of the Ordning
Giant | Cantrip | 1st Level Spell | 2nd Level Spell |
---|---|---|---|
Cloud | Minor Illusion | Fog Cloud | Invisibility |
Fire | Firebolt | Burning Hands | Flaming Sphere |
Frost | Ray of Frost | Armour of Agathys | Hold Person |
Hill | Shillelagh | Heroism | Enlarge/Reduce |
Stone | Resistance | Entangle | Spike Growth |
Storm | Shocking Grasp | Thunderwave | Gust of Wind |
Shadow
You are a creature of shadow. Your innate magic comes from the Shadowfell itself. Perhaps you trace your lineage to an entity from that place, or were exposed to its fell energy and transformed by it. The power of shadow magic casts a strangepall over your physical presence. The spark of life that sustains you struggles against the dark energy of your soul.
You have darkvision with a range of 60 feet even when not raging. If you already have darkvision, its range extends to 120 feet. Whenever you enter a rage, the light level within 30 feet of you decreases by one step. When you reach 7th level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. You can see through the darkness created by the spell.
In addition, you have resistance to cold damage and your melee attacks deals an additional rage die of cold damage.
Blood Sanctuary
At 6th level, due to the power of your blood, you can stand confidently amid the effects of spells cast by you or your allies. You have advantage on saving throws against spells that you or an ally casts.
Bloodrage
Starting at 10th level, upon entering a rage, you can apply the effects of a spell you know to yourself. The spell must have a range of touch or self. If the spell's duration is greater than 1 round, it instead lasts for the duration of the rage. This use consumes a spell slot, as if you had cast the spell; you must have a spell slot available to take advantage of this effect.
Greater Bloodline
At 14th level, your connection to your bloodline is strengthened. You gain additional abilities when raging.
Abyssal
When you hit in melee, you can choose to use your reaction to exude a burst of hellish flames in a 10-foot radius centered on you. All creatures within 10 feet of you must make a Dexterity saving throw against your sorcerer spell save DC. Each creatures takes 2d10 + your Charisma modifier in fire damage on a failed save, or half as much damage on a successful one.
Divine
When you rage, you manifest a pair of spectral wings on your back, gaining a flying speed equal to your walking speed.
The affinity you chose for your the source of your divine power determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Additionally, as a bonus action you can emit a pulse of divine energy, casting your affinity bonus spell on all creatures adjacent to you, at the cost of a single spell slot.
Draconic
When you rage, you sprout a pair of dragon wings from your back, gaining a flying speed equal to your walking speed.
You can't manifest your wings while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
As a bonus action, you can beat your wings. Each creature adjacent to you must succeed on a Dexterity saving throw against a DC of 8 + your proficiency modifier + your Strength modifer, or take 1 + your Strength modifier in bludgeoning damage and be knocked prone.
Elemental
When you rage, you gain special movement based on your element.
Element | Movement |
---|---|
Earth | Burrow speed equal to walking speed |
Air | Flying speed equal to walking speed |
Fire | Double walking speed |
Water | Breathe underwater and swim speed equal to walking speed |
Additionally, you can briefly transform your body and any possessions you are carrying into pure elemental form, allowing you to fit through gaps as small as one inch.
Giant
You gain the ability to channel the souls of your ancestors into your physical form.
When you rage you can increase your size by one category as Enlarge/Reduce. Additionally, each round you receive 1d12 + your Constitution modifier in temporary hit points. When you shove a smaller creature, you push it 10 ft away from you, and when you grapple a smaller creature you can use it as an improvised melee or thrown weapon, dealing bludgeoning damage equal to the creature's hit die, plus your Strength modifier. Both the creature you are using as a weapon and any creature you hit with them take this damage.
Shadow
You see normally in dim light and darkness, both magical and non-magical, as though it were brightly lit.
Furthermore, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport to an unoccupied space you can see that is also in dim light or darkness. You cannot use this ability if your bloodrage is the only source of dim light or darkness.
Path of the Brawler
Brawling Fighting Style
Starting at 3rd level, you learn the brawling fighting style.
You are skilled at using your weight to your advantage. As long as you are not wielding a medium or heavy shield, you gain the following benefits:
- You are proficient with improvised weapons.
- Your unarmed strikes use a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Bloodied But Unbowed
Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your barbarian level + your Constitution modifier. You cannot use this feature again until you finish a short or long rest.
Haymaker
Starting at 6th level, before you make an attack, you can declare you are swinging wild haymakers. You make all weapon attack rolls until the end of this turn with disadvantage and when you deal damage with a weapon or an unarmed strike you do not roll for the weapon’s damage die, but use the maximum die result instead.
Lesser Improved Unarmed Strike
Starting at 6th level the damage die of your unarmed strike increases by one size (d4 to d6, or d6 to d8).
Moxie Fuelled Fists
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Improved Unarmed Strike
Starting at 10th level the damage die of your unarmed strike increases by one size (d6 to d8, or d8 to d10).
Shake It Off
Starting at 10th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Greater Improved Unarmed Strike
Starting at 14th level the damage die of your unarmed strike increases by one size (d8 to d10, or d10 to d12).
School of Hard Knocks
By 14th level, you've graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.
Welcome
to 5e with
Stormchaser
If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.
I hope you have fun, and if you have any questions at all, don't hesitate to ask.
Campaign specific house rules can be found in the house rules channel of that campaign's category on my discord.
Enjoy!
Thanks
The Path of the Bloodrager was based on the class of the same name from the Pathfinder Roleplaying Game Advanced Class Guide. The Path of the Brawler was based on the Pugilist class by Benjamin Huffman.
Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique! Special mention goes to deity tier patron Kane Taylor, aka
"Zombie Cat ASMR".
Art Credits
Cover: "Surreal lightning over the ocean"
by Imgur Gallery 3CpCAad
Links
Stormchaser Roleplaying on Patreon
The Stormchaser d20 RPG
Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices
Legacy Links
Legacy Index
Legacy Part 1
Legacy Part 2
Legacy Part 3
Legacy Part 4
Legacy Barbarian
Legacy Bard
Legacy Cleric
Legacy Druid
Legacy Engineer
Legacy Fighter
Legacy Monk
Legacy Paladin
Legacy Ranger
Legacy Rogue
Legacy Sorcerer
Legacy Warlock
Legacy Wizard
Legacy Expanded Subclass Spells