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.

 Version 2.1 fixed bug with level 14 feature

Aura of The Storm

Starting at 3rd level, your rage creates an aura of energy around you in the form of a raging storm. 

Your storm 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 storms’s effect depends on that choice, as detailed below. You can change your storm type whenever you gain a level in this class.

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

Desert

When this effect is activated, each creature of your choice in your aura take 4 fire damage. The damage increases when you reach certain levels in this class, increasing to 6 at 5th level, 8 at 10th level, 10 at 15th level, and 12 at 20th level.

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. The target takes 1d6 lightning damage 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 10th level, 3d6 at 15th level, and 4d6 at 20th level. You can add your Constitution modifier to the damage for your aura.

Tundra

When this effect is activated, each creature of your choice in your aura gains temporary hit points, as icy spirits inure it to suffering. The number of hit points gained is equal to your proficiency bonus plus your Constitution modifier.

Soul of The Storm

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.

Desert

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Sea

You gain resistance to lightning damage, and you can breathe underwater. Also, you gain a swimming speed equal to your walking speed.

Tundra

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. Moreover, slippery surfaces such as ice do not count as difficult terrain for you. 

Desert

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Sea

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed.

Tundra

You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, slippery surfaces such as ice do not count as difficult terrain for you. 

Shielded by The Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

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 1d6 + half your barbarian level.

Sea

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 failed save, the creature is knocked prone, as if struck by a wave. A creature knocked down in this way requires an action to stand. 

Tundra

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. The creature must make a Constitution saving throw. On a failed save, the creature is restrained until the start of your next turn, as frost forms and freezes it in place.

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 1d6 plus half your barbarian level and half damage on a success.

Sea

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 failed save, the creature is knocked prone, as if struck by a wave. A creature knocked down this way requires a full action to stand. 

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 Strength saving throw, or be restrained until the start of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2023 3:35:39 AM
14
0
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Coming Soon
3/17/2023 2:55:01 AM
9
0
1.0
Coming Soon
1/1/2024 10:04:04 PM
27
4
2
Coming Soon

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