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.

Storm Soul

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.

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, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

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

Desert

The air grows hot around you as the plantlife begins to wither at your feet. When this effect is activated, a Pulse of fire radiated out from you. all other creatures in your aura must make a constitution saving throw. The targets takes 1d4 Fire damage on a failed save. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level. Additionally all creatures within your aura gain resistance to cold damage.

Sea

A strong wind whips and howls around as as you and everything within your aura is pelted with rain. When this effect is activated choose one creature withing your aura, it must make a strength saving throw, or be disarmed. This creature has disadvantage on all weapon attacks agains you, while it remains within your aura. additionally all creatures within your aura are lightly obscured from creature outside of the aura, and all non magical flames within your aura are snuffed out.

Tundra

The tempreture drops dramatically, as a thin sheet of ice covers the ground, extending from your feet. when this effect is activated all other creatures within your aura, that are weilding a metal weapon, or donning metal armour, take 1d6 cold damage. Additionaly Whilst in your aura, the ground is considered difficult terrain For creature other than you. 

Wrath of the Storm

At 6th level, you learn to use your mastery of the storm to inflict maximum Damage on your foes. These benefits are based on the environment you chose for your storm Aura.

Desert

Your aura grows hotter as dose your rage. you can spend your action to stoak the flames, which emmit a thick black smoke, blinding all other creatures within your aura, aditionally all creatures within the aura are not visible to creatures outside of the aura. this smoke screen last till the beginning of your next turn. after the smoke screen disipates, any creature blinded by this effect can make a constitution saving throw at the start of there turns, on a sucess they are no longer blinded. you can use this feature twice per short rest. you also learn the Fire Bolt Cantrip.

Sea

The winds grow wilder around you as the stom beates down mimicing your rage. You can breathe underwater and gain a swimming speed of 30 feet. When a creature is targeted by your Storm Soul Feature, it takes 1d6 lightning Damage and 1d6 Bludgeoning Damage on a failed save, or half as much as a sucessful save. You also learn the shape water Cantrip.

Tundra

The Air crackles as the Tempreture Rapidly drops, and frost gathers around you. When you hit a creature with a weapon attack, it must make a constitution Saving throw. on a failed save the creature takes 1d6 cold damage, and its speed is reduced to 0 untill the end of its next turn as its body is encrusted in ice. additionally this creature has disadvantage on all weapon attack untill the end of its next turn. the creatue automatically suceed on its saving throw is it is immune to cold damge, and it has advantage on this saving throw if it is resistant to cold damage. You lean the ray of frost Cantrip.

Shifting Climate

Starting at 6th level, you can now change your enviroment (desert, Sea or Tundra) at the end of a long rest. when you change enviroment, you can only use the Storm Soul features untill the end of your next  long rest, unless you choose to change enviroments again.

One with the Storm

At 10th level, the storm grants you benefits even when your aura isn’t active, and gains your allies benifits when they are within your aure. The benefits are based on the environment you chose for your Storm Aura.

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. Each creature of your choice has resistance to fire damage while they are within your storm aura. Additionally they are not affected by your storm soul feature.

Sea

You gain resistance to lightning damage. Each creature of your choice has resistance to lightning damage while they are within your storm aura. Additionally they are not affected by your storm soul feature.

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. Each creature of your choice has resistance to cold damage while they are within your storm aura. Additionally they are not affected by your storm soul feature.

Rage of the 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 Storm Aura.

Desert

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 2d10 fire damage. Additionally when you reduce an enemy to 0 hit point, Flame leaps from there body to one creature of your choice within 20ft. This creature must make a dexterity saving throw, on a fail save it takes 3d12 fire damage, and half as much on a sucessful save.

Sea

When you hit a creature in your aura with an attack, you can force that creature to make a Strength saving throw. On a failed save the creature is thrown 10ft away, and takes 1d6 lightning and 1d6 bludgeoning damge. all other creatures within 5ft of the targt (after it has been thrown 10ft) take 1d6 lightning damage. You can use this feature once per turn.

Tundra

Whenever the effect of your Storm Aura is activated, you gain 2d8 + your consitution modifier of temporaty hitpoints, as a frost encrust your body sheilding you. additionally when a creature attacks you and reduced these temporary hitpoints they must make a constitution saving throw. on a failed save the creature take cold damage equal to the reduction in temporaty hit points.

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