Barbarian
Base Class: Barbarian

This subclass was designed as a variant of the Path of the Storm Herald to better fit with an eladrin character. As such there is some overlap between these abilities and those of the Storm Herald.

In their rage, barbarians who follow the Path of the Four Seasons expose their emotions and their very being to the influence of the seasons. As they allow their emotions to be affected by the season, their connection allows them to tap into the force of the season to create a powerful magical effect in their vicinity.

Barbarians who follow this path may have a special affinity for a particular season, or may change from season to season, reflecting the natural world, or even their own mood.

Seasonal Aura

Starting at 3rd level, you emanate a 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 Spring, Summer, Autumn or Winter. Your aura’s effect depends on that chosen season, as detailed below. You can change your season choice whenever you gain a level in this class, on a long rest as the season changes in the natural world, or if you are an Eladrin whenever you change the season associated with your race.

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

Autumn

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points. 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.

Spring

When this effect is activated, you can choose one other creature you can see in your aura. They gain a Seasons' Inspiration die, a d4. Once within the next minute or until you next activate this effect, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Seasons' Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Seasons' Inspiration die is rolled, it is lost. A creature can have only one Seasons' Inspiration die at a time.

Your Seasons' Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level and a d12 at 20th level.

Summer

When this effect is activated, all other creatures in your aura take 2 fire damage each. 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.

Winter

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 1d6 cold 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.

Soul of the Seasons

At 6th level, the season grants you benefits even when your aura isn’t active. The benefits are based on the season you chose for your Seasonal Aura.

Autumn

You gain resistance to poison damage and are immune to ingested poisons. As an action, you can flavour up to 1 cubic foot of food and drink.

Spring

You gain resistance to psychic damage as your positive mood shields your mind from harm. You can also spend an action to channel vitality into plants within 5 feet of you, causing them to grow. If the plant life was already mature, it becomes difficult terrain for other creatures.

Summer

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.

Winter

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 minute. This action fails if a creature is in the cube.

Season's Beneficence

At 10th level, you learn to wield the power of the seasons to better benefit others. Each creature of your choice has the damage resistance you gained from the Soul of the Seasons feature while the creature is in your Seasonal Aura.

Seasons Unleashed

At 14th level, your connection to the seasons intensifies and you gain an additional effect based on the environment you chose for your Seasonal Aura.

Autumn

When a creature in your aura that you can see makes an attack, you can use your reaction to impose disadvantage on the attack roll.

Spring

Immediately after you miss with a melee weapon attack against a creature in your aura, you may use your reaction to make an additional melee weapon attack.

Summer

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 half your barbarian level.

Winter

Whenever the effect of your Seasonal Aura is activated, you can choose one creature you can see within the aura. That creature must succeed on a Charisma saving throw or it acts as though under the effects of the Slow until the start of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes