Base Class: Barbarian
Path of the Wild Storm
STORM AURA
3rd Level Path of Wild Storm feature
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.
When you enter your rage, roll on the Wild Storm table to determine the effect of your aura. The effect continues until your rage is dropped, or changes through the Level 14 Storm Mastery feature.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
WILD STORM
D8
1. Hail Storm - When you rage you create a hailstorm within your aura. All other creatures of your choosing inside your aura take 2 bludgeoning damage each as they are lashed by hailstones. Whilst this aura effect remains active you can use a bonus action each turn to cause this damage again. The 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.
2. Tornado - You focus the strength of the wind, funnelling it around you and sweeping you off your feet. Whilst this aura effect is active you can use a bonus action to take the dash action with a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
3. Gale Force - Gale force winds blow within your aura. Whilst your rage is active, you and all creatures of your choosing within your aura get a +1 bonus to their AC as the winds batter and distract your opponents.
4. Thunderous Retribution - Whenever a creature in your aura hits you with an attack roll before your rage ends, that creature takes 1d6 Thunder damage, as the Wild Storm lashes out in retribution
5. Ice Storm - The storm grows colder and ice crystals form across your body. When you enter your rage, and as a bonus action each turn this aura effect remains active, each creature of your choice in your aura gains 2 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.
6. Fog Bank - A bank of fog forms around the edge of your Storm Aura. Every creature within your aura is heavily obscured from those outside it, and vice versa. As a bonus action you can drop or raise all or part of the fog.
7. Crashing Wave - 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.
8. Lightning Strike - You harness the lightning crackling across your aura focusing it to strike the ground. As a bonus action you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d12 + your rage bonus in lightning damage on a failed save, or half as much damage on a successful one.
If you rage whilst submerged in water you do not roll on the wild storm table - instead your aura grants you the following effects:
Whirlpool - your aura creates a whirlpool effect in the waters around you granting you +1 to your AC. You can also channel the force of this whirlpool to accelerate you through the water. As a bonus action you can take the dash action to swim through the water.
STORM SOUL
6th Level Path of Wild Storm feature
At 6th level, the storm grants you benefits even when your aura isn’t active. You gain a swimming speed of 30 feet and you can breathe underwater.
Whilst raging you gain resistance to thunder and lightning damage.
STORM FURY
10th Level Path of the Wild Storm feature
When you enter your rage, you can choose one weapon that you are holding to channel the fury of the storm. Choose either cold, thunder or lighting damage. While you wield the charged weapon during your rage, it deals an additional 1d6 of your chosen damage type when it hits. The additional damage increases to 1d8 at level 14.
The weapon also gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The charged weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the charged weapon, you can use a bonus action to change the charged weapon’s current damage type to another one from the damage type options above.
STORM MASTERY
14th Level Path of the Wild Storm feature
Your mastery of the wild storm increases. As a bonus action, you can reroll on the Wild Storm table, immediately replacing your current effect with the new one.
Spending an additional rage allows you to roll with advantage: you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Previous Versions
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2/15/2024 4:59:12 PM
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