Barbarian
Base Class: Barbarian

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Only a few transcend the boundary from physical to supernatural. Barbarians who follow the Path of the Wild Storm 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, often times unintentional magical effects.

Some Wild Storm barbarians are elite champions who train alongside druids, rangers, and others sworn to protect nature. Others 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.

Wild Magic Surge

Starting when you choose this path at 3rd level, your enraged attacks can unleash surges of untamed magic. Your wild magic triggers on the following conditions:

  1. Entering rage
  2. 1d8 chance on each successful attack hit while enraged
  3. On all critical hits
  4. At the request of the DM
Wild Magic Surge

D20

EFFECT

01

DM reserved effect.

02

All creatures within 30 feet of your are restrained for 1 minute.

03

All creatures within 30 feet of you must successfully Wisdom save or lose their next turn and relive a traumatic event from their past.

04

Your size increases by 1 size category for 1 minute.

05

You cast fly on a random creature within 60 feet of you.

06

You cast darkness on the creature closest to you within 120 feet.

07

For the next minute, any flammable object you touch bursts into flame.

08

You cast fog cloud centered on yourself.

09

You cast ice knife at a target of your choosing.

10

You cast hallucinatory terrain centered on yourself.

11

Each creature within 30 feet of you becomes invisible for the next minute.

12

You cast awaken on two random targets (plants, animals, or inanimate objects) within 120 feet. The spell lasts for 1 hour.

13

Dragon's breath is cast on you. The breath type is cold.

14

For the next minute, your Storm Aura expands to 60 feet. The environment type is randomly selected each turn.

15

For the next minute, you glow with bright light in a 30 feet radius. Creatures that end their turn next to you are blinded.

16

Until your rage ends, ground within 15 feet of you becomes difficult terrain. 

17

Maximize the damage of your next attack, made within the next minute.

18

For the next minute, any creature that dies within 30 feet of you comes back to life as if by the reincarnate spell.

19

A Hollyphant controlled by the DM appears in an unoccupied spaces within 30 feet of you. It vanishes after 1 minute.

20

DM reserved effect

Storm Aura

Starting at 3rd level, you emanate a random 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. Roll 1d4 to determine which environment is chosen. On a 4, reroll. Your aura’s effect depends on that chosen environment, as detailed below. 

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, 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.

Sea

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 takes 1d6 lightning 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.

Tundra

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. 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.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. 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. 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.

Sea

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

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

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

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 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 fire damage equal to half your barbarian level.

Sea

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

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