Base Class: Barbarian
Some Barbarians are fueled by ancestral spirits or raw physical power, but those who walk the Path of the Tyrant are chosen by—or have conquered—the primal forces of catastrophe: raging hurricanes, crushing tsunamis, earth-shattering quakes, and the unfathomable pressure of the deep ocean. When a Tyrant enters their Rage, a storm aura erupts around them; as their power grows, simple anger can summon localized apocalypses. They are unmatched at sea, wholly at home in any tempest, and terrifying on land. A Path of the Tyrant Barbarian is a wrecking ball of aquatic and storm‑based power, wielding the untamed energies of the world itself against their foes.
Level 3: Tyrant's Adaptation
3rd‑Level Path of the Tyrant Feature
Your body has been adapted to survive and dominate the harshest marine environments. You gain the following benefits:
- Amphibious. You can breathe air and water.
- Swim Speed. You gain a swimming speed equal to your walking speed.
- Pressure Resistance. You are unaffected by underwater pressure, and your body is naturally insulated against extreme cold.
- Slippery Scales. You have advantage on ability checks and saving throws to escape a grapple, and you can move through the space of any creature that is one size larger than you without treating it as difficult terrain.
Level 3: Cataclysm's Wrath
3rd‑Level Path of the Tyrant Feature
When you enter your Rage, you unleash a magical aura of destruction that reflects your chosen calamity. Choose one of the following Calamity types: Hurricane, Tsunami, or Earthquake. Your choice determines the effects of your aura. You can change your Calamity choice whenever you finish a Long Rest.
While you are Raging, you emanate a Calamity Aura in a 10‑foot radius. The aura has an initial effect that activates when you enter your Rage, and you can activate the effect again on each of your turns as a Bonus Action. Saving throws against your Cataclysm's Wrath effects use a DC equal to 8 + your Proficiency Bonus + your Constitution modifier.
Hurricane (Wind). When the aura is activated, a howling gust bursts from you. Choose up to two creatures you can see within the aura. Each target must succeed on a Strength saving throw or be pushed up to 10 feet directly away from you and take 1d6 thunder damage. The damage increases to 2d6 at 10th level.
Wind‑Blessed Survivor. Additionally, while Raging, you gain the following wind‑based abilities:
- When you fall, you can use your reaction to slow your descent, taking no falling damage.
- Fleet Gale.Your walking speed increases by 10 feet.
- Once per turn when you hit a creature with a melee weapon attack, you can also create a blade of slicing wind that deals an extra 1d8 slashing damage to that target.
Tsunami (Water). When the aura is activated, crashing water sweeps across the area. Each creature of your choice within the aura must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage and is pushed 5 feet away from you; on a successful save, it takes half damage and isn’t pushed. The damage increases to 2d6 at 10th level.
Storm Priest Novice. While Raging, you learn to shape water in primal ways. You know the Shape Water cantrip and can cast it as a Bonus Action while Raging. Also, when you take the Attack action, you can replace one of your attacks with the following action: choose a creature within 30 feet that you can see; a film of water covers its face. The target must make a Constitution saving throw. On a failed save, it cannot speak and has disadvantage on attack rolls until the start of your next turn.
Earthquake (Earth). When the aura is activated, the ground trembles violently. Each creature of your choice within the aura must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked Prone; on a successful save, it takes half damage and isn't knocked Prone. The damage increases to 2d6 at 10th level.
Tremor Sense. While you are in contact with the ground, you gain Blindsight out to 10 feet. You cannot use this Blindsight while Deafened. Additionally, you ignore Difficult Terrain caused by earth or stone.
Level 6: Storm Priest Surge
6th‑Level Path of the Tyrant Feature
You can call upon the sea and sky to protect and restore, even in the midst of your fury. You gain the following benefits:
- Restorative Water.As a Bonus Action while Raging, you can touch a creature and grant it a number of Temporary Hit Points equal to 1d10 + your Barbarian level. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
- Azure Lanterns.While Raging, you can take a Magic action to create up to four hovering, azure lights within 30 feet. Each light casts Dim Light in a 10‑foot radius. As a Bonus Action on subsequent turns, you can move any of the lights up to 30 feet. When two or more lights intersect, you can extinguish them to create a 10‑foot cone of rushing water. Creatures in the cone must make a Strength saving throw; on a failure, they are pushed back 10 feet and knocked Prone. If you are in the cone, you are not affected.
Wind’s Whisper. You can hear through the wind. You can use a Magic action to eavesdrop on a conversation up to 300 feet away, provided you have a clear path to the speakers. This effect lasts for 1 minute, and you must concentrate on it as if concentrating on a spell.
Level 10: Unbound Cataclysm
10th‑Level Path of the Tyrant Feature
Your Calamity Aura expands to a 20‑foot radius, and its effects intensify. Additionally, you gain new abilities based on your chosen Calamity.
Hurricane. When you activate your Hurricane aura, the thunder damage increases to 2d6, and the push distance increases to 15 feet. Your Windblade now deals an extra 2d8 slashing damage. Furthermore, you can use a Bonus Action to create a spiraling gust that extinguishes all non‑magical flames within your aura and snuffs out any magical flame of 3rd level or lower.
Tsunami. When you activate your Tsunami aura, the cold damage increases to 2d6, and the push distance increases to 10 feet. The water film from your novice ability now lasts 1 minute on a failed save (the target can repeat the save at the end of each of its turns). In addition, while you are in or under water, you can Double your swimming speed and have Advantage on Dexterity (Stealth) checks.
Earthquake. When you activate your Earthquake aura, the bludgeoning damage increases to 2d6, and the area becomes Difficult Terrain until the start of your next turn. Your Tremor Sense expands to 20 feet. You can now use a Bonus Action to cause a localized tremor that creates a 15‑foot radius area of Difficult Terrain (earth or stone only) for 1 minute, requiring no Concentration.
Living Calamity
14th‑Level Path of the Tyrant Feature
You become a walking disaster: a true Tyrant of land, sea, and sky. When you enter your Rage, you can unleash a Cataclysm of your Calamity type. Once you unleash a Cataclysm, you can’t do so again until you finish a Long Rest.
Hurricane (Eye of the Storm). You call forth a terrifying hurricane centered on yourself. For 1 minute, the area in a 30‑foot radius around you is Hurricane Terrain: it is heavily obscured, all ranged weapon attack rolls have disadvantage, and any creature that ends its turn in the area must make a Strength saving throw or be pushed 20 feet in a random direction and take 4d6 bludgeoning damage. While in this hurricane, you ignore its movement penalties and can see through the obscured area.
Tsunami (Tidal Authority). You summon a 10‑meter‑high tidal wave. Choose a 60‑foot line that is 20 feet wide originating from you. Each creature in that line must make a Dexterity saving throw. On a failure, a creature takes 8d10 bludgeoning damage, is pushed to the end of the line, and is knocked Prone; on a success, it takes half damage and is not pushed or knocked Prone. The area becomes water‑filled Difficult Terrain for 1 minute. While in that area, you ignore the difficult terrain and gain 30 feet of swimming speed.
Earthquake (Seismic Rupture). You cause the earth to split. Choose a point on the ground within 60 feet. A 20‑foot radius area centered on that point becomes Difficult Terrain for 1 minute. Each creature in that area must make a Dexterity saving throw; on a failure, it takes 6d6 bludgeoning damage and falls into a fissure, becoming Restrained. A restrained creature can use its action to make a Strength (Athletics) check against your Cataclysm's Wrath save DC to climb out. Additionally, a 10‑foot line of lava erupts from the fissure; any creature that starts its turn in the lava takes 3d10 fire damage.