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.

Level 3: Storm Tongue

3rd-Level Path of the Storm Herald Feature

When you choose this path, you learn to speak, read, and write Primordial or one other language of your choice if you already know Primordial. Additionally, you learn a cantrip of your choice: control flames, frostbite, gust, or shape water. Constitution is your spellcasting ability for this spell. 

Level 3: Storm Aura

3rd Level Path of the Storm Herald Feature

Your rage taps into the primal fury of nature. While your rage is active, you gain one of the following options of your choice which takes the form of a 10 foot emanation originating from yourself. 

Your aura has an effect that activates when you enter your Rage, and you can activate the effect on each of your turns as a bonus action or as part of the bonus action used to extend the duration of your rage. Your aura's effect depends on the chosen storm, as detailed below.

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

  • Blizzard: Snow and ice swirl around you to shield you from harm. When this feature is activated, roll a number of d6s equal to your Rage Damage bonus and add them together. You gain temporary hit points equal to the number rolled. 
  • Inferno: Heat and fire radiate from you, wrapping around your enemies. When this feature is activated, roll a number of d4s equal to your Rage Damage bonus, and add them together. Each hostile creature in the aura must succeed on a Dexterity saving throw or take Fire damage equal to the number rolled.
  • Hurricane: Wind and rain whip around you, allowing you to shove creatures you strike. Once per turn while your aura is active, when you hit a creature in your aura with a melee attack, you can force them to make a Strength saving throw. On a failed save they are pushed back a number of feet equal to 5 times your Rage damage bonus.
  • Thunderstorm: Heavy clouds crackling with lightning form above you. When this feature is activated, roll a number of d6s equal to your Rage Damage bonus, and add them together. You can then hurl a bolt of lightning at one other creature you can see within your aura. The target makes a Dexterity saving throw, taking Lightning damage equal to the number rolled on a failed save, or half as much damage on a successful one. 

Level 6: Storm Soul

6th-Level Path of the Storm Herald Feature

The storm grants you benefits even when your aura isn't active. The benefits are based on the type of storm you chose for your Storm Aura the last time you entered your Rage. 

  • Blizzard: You gain resistance to Cold damage. As a Magic 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. 
  • Inferno: You gain resistance to Fire damage. As a Magic action, you can touch a flammable object that isn't being worn or carried by anyone else and cause the object to start burning. 
  • Hurricane: You gain resistance to Thunder damage. Your movement speed increases by 10 feet. 
  • Thunderstorm: You gain resistance to Lightning damage. Once per turn, when you hit a creature with a melee weapon attack or unarmed strike you can force them to make a Strength saving throw against your Storm Aura DC. On a failed save, they drop anything they are holding.

Level 10: Raging Storm

10th-Level Path of the Storm Herald Feature

The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the storm you choose for your Storm Aura. 

  • Blizzard: Once per turn, you can target one creature in your Storm Aura and force them to make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage and has the Restrained condition until the end of its next turn. This damage increases to 2d6 at 14th level.
  • Inferno: Once per turn, when a creature you can see takes fails its saving throw from your Storm Aura effect, the creature gains the Burning (1d4) condition for 1 minute or until your Rage ends. This condition becomes Burning (2d4) at 14th level.
  • Hurricane: You can take Dash action as a bonus action. When you take the Dash action in this way, you can make one melee weapon attack or unarmed strike as part of this bonus action. Additionally, when a creature fails its saving throw against from your Storm Aura effect, the creature gains the Prone condition in addition to being moved. Starting at 14th level, any attacks you make the turn you take the Dash action deal an additional 1d6 Thunder damage. 
  • Thunderstorm: Once per turn, whether the target fails or succeeds on its saving throw against your Storm Aura effect, a bolt of lightning leaps from the target to another of your choice within 30 feet of the first. The new target makes the same Dexterity saving throw as the first. Starting at 14th level, the lightning can leap to up to two additional targets after the first. 

You can activate these features a number of times equal to your Constitution modifier (minimum once). You regain all expended uses when you complete a long rest. Alternatively, you can expend one use of your Rage to regain all expended uses. 

Level 10: Shielding Storm

10th-Level Path of the Storm Herald Feature

You can use your mastery of the storm to protect others. each creature of your choice within your Storm Aura has the damage resistance you have from the Storm Soul feature. 

Level 14: Furious Maelstrom

14th-Level Path of the Storm Herald Feature

You have become one with the storm. While your Storm Aura is active, you gain the following benefits; 

  • The emanation of your aura becomes 30 feet. 
  • You gain a 20 foot flying speed. 
  • When you use a bonus action to activate the effects of your Storm Aura, you can choose to change the storm you're channeling, activating those effects instead. 

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