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, you can choose a number of creatures equal to your Constitution modifier (a minimum of 1), to make a Constitution saving throw against your Aura DC on a failed save a creature takes your rage damage + your constitution modifier in fire damage each. On a success, a creature takes half this damage. Starting at 10th level your rage damage is doubled to the amount of fire damage you cause.
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, including you. in your aura gains temporary hit points equal to your rage damage + your Consitution mod., as icy spirits inure it to suffering.
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 with an attack in your aura, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature becomes blinded until the end of its turn, by either the heat you admit or the sand that finds its way into the eyes of your enemies.
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.
Starting with Desert-- is this just once when you enter rage? Let's say at level 3 you have 16 constitution (which is high). That's 5 damage to 3 creatures, for a total of 15 damage at best. Likely less because of saves. My guess is you'll average about 7-8 points of total damage from it.
For comparison, a level 3 Zealot adds about 4.5 extra damage every single round when the Barbarian is raging.
The internal balance here is bizarre. The L14 benefits are particularly weird - Desert is way better than Sea, which is way better than Tundra. Is there a... reason for that?
The internal balance here is bizarre. The L14 benefits are particularly weird - Desert is way better than Sea, which is way better than Tundra. Is there a... reason for that?
To be fair... that's partly from the original written class... they didn't change the Sea or Tundra effect. The original text had Desert call for a DEX saving throw to deal half your barbarian level in fire damage. I think this change is probably a bit more useful than dealing 7 damage, but the blindness only lasts 'til the end of their turn, so unless you're using it on an enemy who hits you with an Opportunity Attack the benefits aren't quite as easy to take advantage of as the Sea aura.
this was a bit of an update after thinking about the idea of which there is a range of the aura. so it's still a reaction to being saved from being blind but this is what I thought might be a good or at least a bit of a better wording to the 14th level for dessert;
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 that hits with an attack roll, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature becomes blinded until the end of its turn, by either the heat you admit or the sand that finds its way into the eyes of your enemies.
the dessert was the only one really changed from the 14th level ability, that is the original text for it, but I can see what you mean possibly a restrained condition, or at least a grappled effect should be a bit more emphasised for Tundra.
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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, you can choose a number of creatures equal to your Constitution modifier (a minimum of 1), to make a Constitution saving throw against your Aura DC on a failed save a creature takes your rage damage + your constitution modifier in fire damage each. On a success, a creature takes half this damage. Starting at 10th level your rage damage is doubled to the amount of fire damage you cause.
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, including you. in your aura gains temporary hit points equal to your rage damage + your Consitution mod., as icy spirits inure it to suffering.
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 with an attack in your aura, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature becomes blinded until the end of its turn, by either the heat you admit or the sand that finds its way into the eyes of your enemies.
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.
Starting with Desert-- is this just once when you enter rage? Let's say at level 3 you have 16 constitution (which is high). That's 5 damage to 3 creatures, for a total of 15 damage at best. Likely less because of saves. My guess is you'll average about 7-8 points of total damage from it.
For comparison, a level 3 Zealot adds about 4.5 extra damage every single round when the Barbarian is raging.
The internal balance here is bizarre. The L14 benefits are particularly weird - Desert is way better than Sea, which is way better than Tundra. Is there a... reason for that?
To be fair... that's partly from the original written class... they didn't change the Sea or Tundra effect. The original text had Desert call for a DEX saving throw to deal half your barbarian level in fire damage. I think this change is probably a bit more useful than dealing 7 damage, but the blindness only lasts 'til the end of their turn, so unless you're using it on an enemy who hits you with an Opportunity Attack the benefits aren't quite as easy to take advantage of as the Sea aura.
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this was a bit of an update after thinking about the idea of which there is a range of the aura. so it's still a reaction to being saved from being blind but this is what I thought might be a good or at least a bit of a better wording to the 14th level for dessert;
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 that hits with an attack roll, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature becomes blinded until the end of its turn, by either the heat you admit or the sand that finds its way into the eyes of your enemies.
the dessert was the only one really changed from the 14th level ability, that is the original text for it, but I can see what you mean possibly a restrained condition, or at least a grappled effect should be a bit more emphasised for Tundra.