Base Class: Barbarian
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Badlands
Your rage takes on the aspects of the Desert sandstorms and the vile Jungle. Whenever you activate your rage, you take on the attunement of fire or poison damage. You choose the desired damage type when you enter your rage.
When this effect is activated, all hostile creatures in your aura
When this effect is activated, all other creatures in your aura take 2 + your constitution modifier damage each. The base damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Tempest
Your rage takes on the aspects of the furious storms of the sea and sky. Whenever you activate your rage, you take on the attunement of lightning or thunder damage. You choose the desired damage type when you enter your rage.
When this effect is activated, You create streams of water that flow and booming energy around you. When this effect is activated, creatures of your choice in your aura you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 + your constitution modifier lightning damage and are pushed or pulled within 10 feet of you. on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level, and 5d6 at 20th level.
Also, when you choose to use your Storm Aura, if you are under water, then every creature within the aura takes full damage from the effect, and does not make a saving throw to avoid the damage.
Tundra
Your rage takes on the aspects of the unforgiving tundra and the vast bog creatures of the barrens. Whenever you activate your rage, you take on the attunement of cold or necrotic damage. You choose the desired damage type when you enter your rage
When this effect is activated, each creature of your choice in your aura gains 2 + your constitution modifier temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
additionally all creatures within your aura besides you are considered to be in difficult terrain
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Badlands
You gain resistance to fire and poison damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can perform primal magic producing a few effects. You can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. You double or halve the area of bright light and dim light cast by fire, change its color, or both. The change lasts for 1 hour.
The radius of your aura increases to 15 feet.
While raging as a bonus action you can add 1d6 fire damage to melee damage rolls until your rage ends, a number of times per day equal to your Proficiency modifier plus your Constitution modifier. You regain uses of this ability after finishing a long rest. While in a desert or volcanic environment you gain another 10 feet of movement speed.
Tempest
You gain resistance to lightning and thunder damage damage, you can breathe underwater. You also gain a swimming speed equal to your walking speed. While raging as a bonus action you can choose to target an additional creature with your storm aura. This creature must be within 10 feet of the first creature targeted. While in an ocean environment or on a ship you gain another 10 feet of movement speed.
Moreover, as an action, you can perform primal magic producing a few effects. You can summon wind, rainfall and the faint sounds of thunder in the distance. These effects only occur within a 10ft radius of you, and water from the rainfall vanishes 1 minute after you leave the area.
Tundra
You gain resistance to cold and necrotic damage and are resistant to disease and the poisoned condition. Additionally, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can perform primal magic producing a few effects. You can chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You can freeze and shape water in a 5-foot cube into ice sculptures, which melt after 1 minute. This action fails if a creature is in the cube.
and when using a bonus action to grant creatures within your aura temporary hit points, they also gain resistance to cold and necrotic damage. This effect fades once they lose all the temporary hit points.
Eye of the Storm
At 10th level, you learn to use your mastery of the storm to protect others. The range of your aura increases to by 10 feet and you can choose a number of creatures equal to your constitution plus your proficiency modifier to give the damage resistance you gained from the Storm Soul feature while they remain in your aura.
Additionally they are not affected by and negative effects of your storm soul feature.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Badlands
While you’re raging, difficult terrain doesn't cost you extra movement.
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes damage equal to to half your barbarian level and the Raging storm aura clings to the target. At the start of each of its turns until your rage ends, the target must make a Constitution saving throw. On a failed save, it takes your proficiency bonus damage. The damage type is determined by your Raging Storm.
Tempest
While you’re raging, you cannot be grappled or restrained and you ignore penalties on movement or attacks while underwater.
When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failure, the creature takes 2d6 + your Constitution modifier thunder damage and is knocked prone on a failure, as if pushed back by a deafening wave of sound. On a success, they take half damage and do not suffer the ill effects.
You are now immune to lightning and thunder damage.
Tundra
While you’re raging, you have advantage on Constitution saving throws.
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature takes damage equal to half your barbarian level and its speed is reduced to 0 until the start of your next turn. The damage type is determined by your Raging Storm.
Additionally, creatures of your choice within your aura now have advantage on death saving throws.
You are now immune to necrotic damage.
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