Barbarian
Base Class: Barbarian

While there are those that use the blade and hammer, and others that utilize the arcane. There are those that walk a thin line, weaving their fury to unleash primal havoc. Barbarians who follow the Path of the Storm Bearer alter their rage into a mantle of arcane storms that swirl around. 

Storm Bearers are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Cloak of Storms

-  When you select this path 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, sky, tundra, or arcane. Your aura's effect depends on that chosen environment, as detailed below. You can change your storm when you enter your rage.

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, each creature of your choice in your aura takes 1d4 fire damage. The number of dice increases by 1 at certain levels. Die increase at 5th level, 10th level, 15th level, and 20th level.

Or you may choose to impose a Dexterity saving throw on targets when the effect is activated in an attempt to choke targets. Targets suffer nothing on a success, on a failure taking an extra 1d4 damage and becoming Incapacitated by choking desert wind. It can repeat this saving throw using an action on its turn, ending the effect on itself on a success. The creature can use it's action to end this effect immediately if outside of your Storm Aura.

-  Sea. When this effect is activated, each creature of your choice in your aura must succeed on a Strength saving throw or take 1d8 force damage and be pushed up to 10 feet in a random direction as a heavy wave knocks them prone and sweeps them away. Roll a d8 to determine this direction. This movement triggers Opportunity attacks. The number of dice increases by 1 at certain levels. Die increase at 5th level, 10th level, 15th level, and 20th level.

-  Sky. 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 is struck by a lightning bolt and takes 1d6 + Rage Bonus + Proficiency + Constitution modifier lightning damage on a failed save, or half as much damage on a successful one. The number of dice increases at certain levels. Die increase to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 6d6 at 20th level.

If they are wearing, wielding, or made of metal, you do not require sight. If that metal is non-magical, you may reroll ones. They must still be within your aura.

-  Tundra. When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The number of these die increases by 1 at certain levels. Die increase at 5th level, 10th level, 15th level, and 20th level.

When this effect is activated, you can augment your weapon strikes, your next Attack Action deals an additional 1d8 cold damage as your weapon becomes coated in your icy fury. You may sacrifice the additional damage to focus the frost on a creature you can see in your aura. They must make a Strength saving throw, on a failure, its speed is reduced to 0 till they leave your Storm Cloak. 

-  Arcane. When this effect is activated, the magical energy roiling inside erupts from you. When you enter your rage, roll 1d8 on the Arcane Storms table to determine the magical effect produced. This storm lasts your entire rage, the effect activating again with a bonus action. Alternatively, you can use a bonus action to reroll on the Arcane Storms table and trigger a new effect. If you roll the same storm twice, you may choose what storm you create.

If a storm should provide a dice value, the number of dice goes up by 1 at certain levels. Dice increase at 5th level, 10th level, 15th level, and 20th level.

Arcane Storms
1d8 Effect
1 Lich Storm Each creature of your choice that you can see within your aura must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to damage dealt.  
2 Healing Wind An incandescent wind swirls violently into a tornado around you. Each creature of your choice that you can see within your aura restores 1d6 hit points. Alternatively, the tornado centers over one creature of your choice, they restore 6d6 hit points.
3 Storm of Feasts An enticing aroma abounds as all manner of food and edible goods shower around you.  Creatures of your choice gain the benefits of Heroes Feast. All other creatures are pelted with food for 1d4 magical bludgeoning damage and must succeed a Dexterity saving throw or become poisoned. This bypasses poison immunity.
4 Singularity When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Constitution saving throw. The target takes 6d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
5 Acid Rain Each creature of your choice that you can see within your aura must succeed on a Dexterity saving throw or take 2d4 acid damage. Creatures dealt damage this way have their armor class reduced by 1 till the end of your rage. This effect stacks. On a success they only suffer half damage.
6 Mirage Borealis When this effect is activated, you are surrounded by multicolored, surging lights; You and your allies armor class increase by 1 till the end of your rage. This effect stacks. You and your allies gain advantage on attack rolls till the start of your next turn.
7 Memory Blizzard Flowers flit around you, when this effect is activated, you channel a fey like energy. Each creature of your choice that you can see within your aura must succeed a Wisdom saving throw or have Confusion cast on them. Confused enemies take an additional 1d4 psychic damage when hit.
8 Radiant Rapture Radiant arcs of light swirl around you. When this effect is activated, each creature of your choice that you can see within your aura must succeed on a Constitution saving throw or take 2d8 radiant damage and become incapacitated till the end of their next turn. On a success they only suffer half damage. They are allowed to repeat the saving throw at the beginning of their turn.

 

Storm Soul

At 6th Barbarian level, the storm strengthens, granting you benefits even when aren't raging. This choice is independent of your Cloak of Storms rage environment. You may choose which effect for either at the end of a long rest, or when you enter a rage. 

Your Storm Soul effect and your Cloak of Storms' reach extends 20ft from 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 and set it on fire. This action fails if a creature wearing the object succeeds a Dex saving throw. You can affect the space within your storm as if by the Control Flames cantrip. This costs an Action as sand rushes through the air, blisteringly eager to assist.

-  Sea. You take reduced damage from bludgeoning, piercing, and slashing sources equal to your Rage damage bonus + Proficiency. You also gain a swimming speed equal to your land movement speed, and you can breathe underwater. You can affect the space within your storm as if by the Shape water cantrip. This costs an Action as the downpour obeys your call.

-  Sky. You gain resistance to lightning or thunder damage (your choice), and you have advantage against affects that stun. You don’t suffer the effects of high altitude, as described in the Dungeon Master's Guide. You can cast Feather Fall or Levitate a number of times equal to your Constitution modifier before needing to Long Rest.

-  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, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 hour. Any creature in the cube must make a Con saving throw, with the action failing on a success. On a failure they are frozen and incapacitated till the ice melts. You may refresh the duration of the ice to keep it frozen, however the creature is permitted a saving throw each time you do so, having disadvantage if frozen. 

-  Arcane. You gain Advantage on Saving throws against magical effects and may add your Rage Damage bonus to the roll in addition to any other bonuses or negatives. If an arcane storm should have a damage type, you gain resistance to that type. You gain the ability to cast Detect Magic a number of times equal to your Constitution modifier before needing to Long Rest.

 

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice gains the bonuses of the Storm Soul feature while the creature is in your Storm Aura. If applicable they know the cantrip Shape Water and Control Flames but cannot affect your storm.

Your Storm Soul and Cloak of Storms reach extends 30ft from you.

Eye of the Storm. You learn to create a temporary space of reprieve centered on you, while your storm rages ever harder around your foes. As a reaction while raging, for this turn, impose disadvantage on all attack rolls made against other targets within your Cloak, while enemies have advantage against you. You gain advantage on attack rolls during your next turn.

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 Cloak of Storms.

Your Storm Soul and Cloak of Storms Aura reach extends 40ft from you.

-  Desert. The dice to determine damage becomes d6's instead of d4's. Once per turn, immediately after a creature in your aura hits you with an attack, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your level this turn, and is Blinded by stinging desert winds. Suffering only half damage on a success. It can repeat this saving throw using an action on it's turns, ending the effect on itself on a success. The creature can use it's action to end this effect immediately if outside of your Storm Aura.

-  Sea. Once per turn, when you hit a creature with an attack you can force that creature to make a Strength saving throw. On a failed save, the creature takes an additional 2d12 force damage as part of the attack and is stunned till the end of your next turn as they are crushed by a colossal wave.

-  Sky. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura to make a Dexterity saving throw. On a failed save, the creature is restrained by a cyclone and takes 1d6 lightning damage immediately and at the end of their turn until they leave your aura. They may repeat their saving throw using an action on their turn, breaking free on a success. You may have multiple cyclones at once. If you target the same creature for both a cyclone and the lightning bolt, they perform those saving throws individually, on a failure for both, the Damage die become d10's for both.

-  Tundra. The dice to determine temporary hit points becomes d12's instead of d4's. These temporary hit points now stack with any previously granted temporary hit points from your Tundra storm. If a creature hits another with a melee attack while they have these hit points, the attacking creature takes cold damage equal to the temporary hit points the defender had before the attack.

Creatures with temporary hit points granted by Tundra have resistance to bludgeoning, piercing, and slashing damage, as ice crystals coalesce on them, providing extra protection and temporarily numbing them to pain. This icy armor breaks instantly when taking thunder or force damage.

-  Arcane. Once per turn while raging, when you hit a creature with an attack you can force that creature to make a Wisdom saving throw. On a failure they take 1d10 acid, thunder, necrotic, or radiant (your choice) as part of the attack and have disadvantage on their next saving throw. Whenever the effect of your Storm Aura is activated, roll 1d100 on the Wild Storms Table.

Wild Storms
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 Spectral Ancestors hover near you and your allies for the next minute, granting you all +2 bonus to AC.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You gain a 2nd bonus action for the next minute.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next saving throw you cause in the next minute. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 While you rage, your Action and Bonus action are interchangeable. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of your next attack you hit in the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to slashing, bludgeoning, and piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You gain an Action Surge.

 

 

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