Path of the Thunderfoot
Bound to ancient beasts, the path of the Thunderfoot is one of perseverance and fellowship. Atop the tempestuous thunderbeasts, these barbarians ride into battle amongst a cacophony of roars and fangs.
What is your relationship with the thunderbeast? Did you whip it into submission, or did you earn its trust in mortal combats?
You gain proficiency in nature and survival. In addition, you can communicate simple ideas with beasts using gestures and body language.
As part of a long rest, you can magically summon a thunderbeast that is bound to you. The thunderbeast is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Thunderbeast stat block , which uses your proficiency bonus (PB) in several places. In combat, the thunderbeast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the thunderbeast can take any action of its choice, not just Dodge. The thunderbeast remains until you use this feature to summon one again, or until you die. If the thunderbeast dies, you can bring it to life by performing a 1 hour ritual, which can be part of a short rest, to restore it to half its maximum hit points (rounded down).
When you rage, your Thunderbeast gains the benefits of your rage as well. In addition, you can telepathically communicate with it while it is within 30ft of you.
The Thunderbeast gains a flying speed equal to its movement speed. If the Thunderbeast is reduced to 0 hit points while flying, it harmlessly glides to the ground instead of falling.
As an action, you can command the Thunderbeast to unleash a deafening roar. Each creature in a 40ft cone originating from the it must make a Constitution saving throw (DC = 8 + STR + PB) or take 8d6 thunder damage, or half as much on a successful save. Once you use this feature, you can't do so again until you finish a short or long rest.
Wildwalker
3rd level Thunderfoot abilityYou gain proficiency in nature and survival. In addition, you can communicate simple ideas with beasts using gestures and body language.
Thunderbeast
3rd level Thunderfoot abilityAs part of a long rest, you can magically summon a thunderbeast that is bound to you. The thunderbeast is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Thunderbeast stat block , which uses your proficiency bonus (PB) in several places. In combat, the thunderbeast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the thunderbeast can take any action of its choice, not just Dodge. The thunderbeast remains until you use this feature to summon one again, or until you die. If the thunderbeast dies, you can bring it to life by performing a 1 hour ritual, which can be part of a short rest, to restore it to half its maximum hit points (rounded down).
Savage Bond
6th level Thunderfoot abilityWhen you rage, your Thunderbeast gains the benefits of your rage as well. In addition, you can telepathically communicate with it while it is within 30ft of you.
Winged Fury
10th level Thunderfoot abilityThe Thunderbeast gains a flying speed equal to its movement speed. If the Thunderbeast is reduced to 0 hit points while flying, it harmlessly glides to the ground instead of falling.
Primal Roar
14th level Thunderfoot abilityAs an action, you can command the Thunderbeast to unleash a deafening roar. Each creature in a 40ft cone originating from the it must make a Constitution saving throw (DC = 8 + STR + PB) or take 8d6 thunder damage, or half as much on a successful save. Once you use this feature, you can't do so again until you finish a short or long rest.
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