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.
This is a updated class revision of the classic Storm Herald and not intended to replace licensed content. Certain features were simplified to better get the feel for the class identity.
Raging Storm
3rd-level Storm Herald feature
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. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Whenever you finish a long rest, you can choose Badlands, Tempest, or Tundra. Your aura’s effect depends on that chosen storm, as detailed below.
Badlands
Your rage takes on the aspects of the Desert sandstorms and the vile Jungle. Whenever you activate your rage, you take on the attunement of fire or poison damage. You choose the desired damage type when you enter your rage.
Tempest
Your rage takes on the aspects of the furious storms of the sea and sky. Whenever you activate your rage, you take on the attunement of lightning or thunder damage. You choose the desired damage type when you enter your rage.
Tundra
Your rage takes on the aspects of the unforgiving tundra and the vast bog creatures of the barrens. Whenever you activate your rage, you take on the attunement of cold or necrotic damage. You choose the desired damage type when you enter your rage.
Harmful Aura
3rd-level Storm Herald feature
When you enter your rage and for the duration, any creature of your choice that starts its turn within the radius of the aura takes your proficiency bonus damage. The damage type is determined by your Raging Storm.
Heart of the Storm
Badlands
You gain resistance to fire and poison damage, and you don’t suffer the effects of extreme heat. Moreover, as an action, you can perform primal magic producing a few effects. You can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. You double or halve the area of bright light and dim light cast by fire, change its color, or both. The change lasts for 1 hour.
Tempest
You gain resistance to lightning and thunder damage damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Moreover, as an action, you can perform primal magic producing a few effects. You can summon wind, rainfall and the faint sounds of thunder in the distance. These effects only occur within a 10ft radius of you, and water from the rainfall vanishes 1 minute after you leave the area.
Tundra
You gain resistance to cold and necrotic damage, and you don’t suffer the effects of extreme cold. Moreover, as an action, you can perform primal magic producing a few effects. You can chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You can freeze and shape water in a 5-foot cube into ice sculptures, which melt after 1 minute. This action fails if a creature is in the cube.
Sheltering Aura
10th-level Storm Herald feature
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 Heart of the Storm feature while the creature is in the aura of your Raging Storm.
Additionally, you have learn to control the storm within you to grant shelter to your comrades' at arms. When you enter your rage and as an bonus action on each of your turns, each creature of your choice within your aura gains your proficiency bonus number of temporary hit points, as elemental spirits inure it to suffering.
Fury of the Storm
14th-level Storm Herald feature
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 Raging Storm.
Badlands
While you’re raging, difficult terrain doesn't cost you extra movement.
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 damage equal to to half your barbarian level and the Raging storm aura clings to the target. At the start of each of its turns until your rage ends, the target must make a Constitution saving throw. On a failed save, it takes your proficiency bonus damage. The damage type is determined by your Raging Storm.
Tempest
While you’re raging, you cannot be grappled or restrained and you ignore penalties on movement or attacks while underwater.
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature takes damage equal to half your barbarian level and is knocked prone. The damage type is determined by your Raging Storm.
Tundra
While you’re raging, you have advantage on Constitution saving throws.
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature takes damage equal to half your barbarian level and its speed is reduced to 0 until the start of your next turn. The damage type is determined by your Raging Storm.
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