Base Class: Barbarian
This is pretty much exactly what it sounds like. A revise of the Storm Herald Barbarian (entirely done by making its 3rd level feature not garbage).
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts
Storm Aura
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
When this effect is activated, all other creatures in your aura take fire damage equal to your constitution modifier plus half your class 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 2d4 + your constitution modifier lightning damage and is pushed up to 10 feet in a direction of your choice 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 4d4 at 10th level, 6d4 at 15th level, and 8d4 at 20th level.
Tundra
When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to your constitution modifier, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d4 plus your constitution modifier at 5th level, 2d4 plus your constitution modifier at 10th level, 3d4 plus your constitution modifier at 15th level, and 4d4 plus your constitution modifier at 20th level.
Storm Soul
Desert
You gain resistance to fire damage, you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide, and the radius of your aura increases to 15 feet. 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, you can breathe underwater, and when striking a target with your aura, you can choose to target an additional creature. This creature must be within 5 feet of the first creature targeted. 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, and when using a bonus action to grant creatures within your aura temporary hit points, they also gain resistance to cold damage. This effect fades once they lose all the temporary hit points. 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 Constitution 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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