Barbarian
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 once on each of your following turns (no action required). 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 finish a long rest.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert
When this effect is activated, all creatures of your choice in your aura take fire damage equal to twice your proficiency bonus.

Sea
When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. Roll a number of d6s equal to your proficiency bonus. The target lightning or thunder damage equal to the roll on a failed save, and half as much on a successful one.

Tundra
When this effect is activated, each creature of your choice in your aura gains temporary hit points, as icy sheets protect them from harm. The temporary hit points gained from this feature are equal to twice your proficiency bonus.

Desert

When this effect is activated, all creatures of your choice in your aura take fire damage equal to twice your proficiency bonus.

Sea

When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. Roll a number of d6s equal to your proficiency bonus. The target lightning or thunder damage equal to the roll on a failed save, and half as much on a successful one.

Tundra

When this effect is activated, each creature of your choice in your aura gains temporary hit points, as icy sheets protect them from harm. The temporary hit points gained from this feature are equal to twice your proficiency bonus.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. Moreover, as an action, you can perform primal magic producing a few effects. 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. You can also light flammable objects on fire as an action, so long as they aren't being worn or carried. You also gain benefits based on the environment currently chosen for your Storm Aura.

Desert
You gain resistance to fire damage, and you don’t suffer the effects of extreme heat.

Sea
You gain resistance to lightning and thunder damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra
You gain resistance to cold damage, and you don’t suffer the effects of extreme cold.

Desert

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat.

Sea

You gain resistance to lightning and thunder damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold.

Counter-Storm

At 10th level, you learn to create counter movements to your own storm. When you deal damage with your Storm Aura feature, you and all creatures of your choice within your aura gain temporary hit points equal to the total damage dealt. When you give creatures temporary hit points with your Storm Aura feature, all creatures of your choice within your aura take cold damage equal to the total temporary hit points generated.

Additionally, the radius of your storm aura increases to 15 feet.

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.

Desert
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 fire damage equal to twice your barbarian level, and half as much damage on a successful save.

Sea
When you hit a creature in your aura with an attack, you can use your reaction to force all creatures of your choice with your storm aura to make a Strength saving throw. On a failed save, a creature is knocked prone, as if struck by a wave.

Tundra
Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a dexterity saving throw, or its speed is reduced to 0 for one minute, as magical frost covers it. A creature can make a strength saving throw to escape the ice at the beginning of each of its turns as an action.

Desert

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 fire damage equal to twice your barbarian level, and half as much damage on a successful save.

Sea

When you are hit by a creature in your aura, you can use your reaction to force all creatures of your choice with your storm aura to make a Strength saving throw. On a failed save, a creature is knocked prone, as if struck by a wave.

Tundra

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a dexterity saving throw, or its speed is reduced to 0 for one minute, as magical frost covers it. A creature can make a strength saving throw to escape the ice at the beginning of each of its turns as an action.

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