Path of the Stillstorm
Barbarians who walk the Path of the Stillstorm embody contradiction: a quiet fury, motionless yet unstoppable. While others thrash and roar, they remain rooted and unshaken - until the storm inside them lashes out. These warriors hold their rage like lightning behind the clouds, striking back only when disturbed. They do not chase you. They make you regret coming close.
Centered Fury (3rd Level)
When you rage, you become a beacon of unmoving force. While raging, you have advantage on saving throws and ability checks made to resist being moved, pushed, or knocked prone.
If you do not move on your turn, you gain the following benefits until the start of your next turn:
Reflective Calm. The first time you are hit by a melee attack, the attacker takes force damage equal to your Rage Damage bonus.
Stonewind Guard. You have resistance to ranged weapon attacks.
You may still take reactions or bonus actions (such as Shove or Grapple), as long as you don’t change your position.
Eye of the Storm (6th Level)
Your presence becomes a pressure field of stillness. When a creature enters a space within 5 feet of you for the first time on a turn, it must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). On a failed save, it is pushed 10 feet away and takes thunder damage equal to your Barbarian level.
Once per turn, when a creature you can see within 30 feet of you moves more than 10 feet in a single motion, you may use your reaction to impose disadvantage on the next attack roll they make before the end of their turn.
Stillness is Strength (10th Level)
Your lack of motion becomes a weaponized stance.
If you do not move on your turn, you may choose one:
Gain temporary hit points equal to your Barbarian level.
Gain advantage on all Strength-based attack rolls until the start of your next turn.
Additionally, you gain tremorsense out to 10 feet while raging. You can’t be surprised by creatures that move near you.
Storm Held in Flesh (14th Level)
You become the calm at the storm’s center—until it breaks.
As a bonus action while raging, you may enter a Stillstorm State for 1 minute or until your rage ends:
You are immune to forced movement and cannot be knocked prone.
Any creature that ends its turn within 5 feet of you takes thunder damage equal to 2d6 + your Strength modifier.
Once per rage while in this state, when you are reduced to half your hit points or less, you may release the storm:
All creatures of your choice within 15 feet must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).
On a failed save, they take 4d10 thunder damage and are pushed 20 feet away. On a success, they take half damage and are not pushed.