A Barbarian that wields the power of storms is such a cool concept within fantasy, and its imagery invokes myths. But for some reason, the Path of the Storm Herald is mediocre at best. It doesn't deal much damage, doesn't have the blasting capabilities you would associate with characters like Thor or Zeus, it only affects such a small area- c'mon this is a Barbarian that creates a storm! Where's the power for this beefy martial? I understand that there was a UA intending to address this, but even then it's not worth taking the subclass all the way to the capstone. So lets remake it strong enough to justify wanting to get all the subclass levels.
I present an updated Storm Herald, a Barbarian that has access to some blasting capabilities and magic that revolves around the storm choice. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Path of the Storm Herald
Wield the Fury of the Storm Barbarians who follow the Path of the Storm Herald learn to harness their Rage into a mantle of primal magic that swirls around them like a storm. When in their Rage, these Barbarians tap into the elemental forces of nature to create powerful magical effects.
Level 3: Nature’s Mantle
You gain proficiency in the Nature skill. If you already have this proficiency, you gain proficiency in another skill of your choice. You also learn Primordial.
A simple inclusion, a Barbarian that can wield primal magics related to weather should have some knowledge of the environment. Primordial, while typically specific to elementals is still fitting here given the nature of this primal magic (pun not intended).
Level 3: Storm Aura
Whenever you activate your Rage, choose Wildfire, Thunderstorm, or Blizzard. You extend an aura in a 10-foot Emanation originating from yourself for the duration of your Rage.
This Storm 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. The Storm Aura’s effect depends on the chosen environment, as detailed below.
If your Storm Aura’s effect requires a saving throw, the DC equals 8 plus your Proficiency Bonus plus your Strength modifier.
Wildfire. When this effect is activated, roll a number of d4s equal to your Rage Damage bonus, and add them together. Each creature in the aura takes Fire damage equal to the number rolled.
Thunderstorm. When this effect is activated, roll a number of d6s equal to your Rage Damage bonus, and add them together. A bolt of lightning strikes at a creature you can see within the Emanation. The target must make a Dexterity saving throw. On a failed save, the target takes Lightning damage equal to the total rolled and has the Prone condition, taking half as much damage only on a successful save.
Blizzard. When this effect is activated, roll a number of d6s equal to your Rage Damage bonus, and add them together. You can choose one other creature you can see within the Emanation to harry with icy spirits. The target must make a Strength saving throw. On a failed save, it subtracts the number rolled from the next damage roll it makes before the start of your next turn, reducing the damage by half as much on a successful save.
Why were these features called Desert, Sea, and Tundra? I get that they're based on the environment, but this is the STORM HERALD. Name them after storms??
Anyway, the options retain some semblance of their initial identity: the mass damage (Wildfire), the higher single-target damage (Thunderstorm), and the defensive option (Blizzard). The numbers here are intended to be balanced against other Barbarian subclasses which means I had to make sure it wasn't out-damaging the Berserker's Frenzy while still providing unique means of dealing damage. So I made a distinction between the two: the Berseker is more single-target focused, so let's make this the blaster.
Wildfire doing so little damage is intended as it's guaranteed damage. Because it's also Fire damage, it will be commonly resisted and potentially negated as well. I think the little damage it does also helps to justify that it can damage multiple enemies.
Thunderstorm was the one I had the most difficult time with: how do you keep it single-target, dealing more damage than Wildfire but not more than the Berserker at this level, while still making it different from the other two options? Yes it does the same damage as the Berserker's Frenzy, but it's a saving throw as opposed to part of an attack. The addition of the Prone effect helps to set it apart and also retain a bit of its 2014 identity.
Blizzard was easy due to the Unearthed Arcana, we just had to increase the die size, and not make it a nothing effect on a successful save. Half damage reduction on a successful save ensure this feature always does at least something, and that feels good.
Level 6: Storm Soul
The storm grants you benefits even when your Rage isn’t active. The benefits are based on the environment you chose for your Storm Aura the last time you entered your Rage.
Wildfire. You gain Resistance to Fire damage.
You learn the Fire Bolt cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
As a Magic action, you can touch a flammable object that isn’t being worn or carried by anyone else and cause the object to start Burning.
Thunderstorm. You gain Resistance to Lightning and Thunder damage.
You learn the Shocking Grasp cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
You can breathe underwater, and gain a Swim Speed equal to your Speed.
Blizzard. You gain Resistance to Cold damage.
You learn the Ray of Frost cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
As a Magic 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.
The most exciting thing originally was the damage Resistance, and maybe the Swim Speed/underwater breathing. The action was nice flavor, but the Storm Herald deserves some extra oomph. The addition of spells that can be cast while your Rage is active does not have much precedent within 5.5, at least within core content, but let's change that. At this level, the Storm Herald stands against other subclasses and sets a new standard I think other Barbarian subclasses should embrace: not being afraid to be strong.
If you are worried that tying the spellcasting to Strength would be too strong with magic items like the various Belts, well... wah. If we designed every class/subclass with magic items in mind, there would be very little features. We don't balance Wizard subclasses based on whether or not they can get access to a Necklace of Fireballs do we?
Level 6: Storm Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of the cantrips acquired through your Storm Soul feature. The cantrip you can cast in this way is based on the environment you chose for your Storm Aura the last time you entered your Rage.
Level 6 is typically where other subclasses get the "cantrip Extra Attack" feature- the Bladesinger, College of Valor, Eldritch Knight just to name the most well-known. It's limited to one cantrip depending on which Storm Aura option you chose unlike other aforementioned subclasses so I don't think it's too strong. It also doesn't work with features like Brutal Strike as that specifies a weapon or Unarmed Strike, but it does work with Reckless Attack so. Like my previous commentary, I hope this sets a new precedent where martial subclasses are not afraid to be strong- and this is strong.
Level 10: Severe Storm
The Emanation of your Storm Aura increases to 30 feet, and allies within your Storm Aura gain the same damage Resistance you gain from your Storm Soul feature.
Your Storm Aura improves as well. The effect is based on the environment you choose for your Storm Aura.
Wildfire. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Storm Aura or ends its turn there, you can force the creature to start Burning.
Thunderstorm. Whenever creatures in the Emanation make an Opportunity Attack, you can impose Disadvantage on the attack roll.
Blizzard. Whenever a creature of your choice moves within the Emanation, the creature must spend 2 feet of movement for every 1 foot it moves.
Previously, you didn't get a feature. I mean, you did, but it was just sharing Resistance with your allies, you didn't actually get anything. We're at 10th level at this point, this is where a subclass needs to be strong enough to justify wanting to take enough levels to get to the capstone. Why take more levels in the Barbarian when multiclassing is an option? Well because this is strong and thus makes it a harder choice.
The Emanation increase is just sensible- now you can affect creatures in a wider area, and grant your allies Resistance in a wider area. The bonuses to the Storm Aura options as well fit thematically- the Burning for Wildfire, the speediness of Thunderstorm making it harder to make Opportunity Attacks, and the slowed movement for the Blizzard- all of these are effects similar to the cantrips from the Storm Soul feature.
The wording is also specific to ensure that you are not accidentally hurting your allies. Is this strong enough to justify wanting to get to the capstone? Certainly more than previously, but the capstone itself is definitely alluring enough.
Level 14: Raging Storm
The power of the storm you channel grows mightier. While your Rage is active, you gain a Fly Speed equal to your Speed with hover.
You have fully mastered your Storm Aura. The effect is based on the environment you choose for your Storm Aura.
Wildfire. Immediately after a creature within your Storm Aura deals damage to you, you can take a Reaction to cause the triggering creature to start Burning for 1 minute or until your Rage ends. A Burning creature takes an extra 3d4 Fire damage (4d4 Fire damage total) at the start of each of its turns.
You always have the Fireball spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
Thunderstorm. Immediately after a target fails or succeeds on its saving throw against your Storm Aura effect, you can take a Reaction to cause a bolt of lightning to leap from the target to another target of your choice, which must be within 30 feet of the first target. The new target makes the same Dexterity saving throw as the first target.
You always have the Lightning Bolt spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
Blizzard. When a creature you can see fails its saving throw against your Storm Aura effect, you can take a Reaction to cause it to take 2d6 Cold damage and its Speed is halved until the end of its next turn.
You always have the Cone of Cold spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
You can cast one of the spells from this feature without expending a spell slot once per Short Rest. You can also expend a use of your Rage to cast a spell in this way again (no action required).
I hear what you're thinking, why does this have a repeatable 5th level spell? Simple: you are level 14. You should be really strong at this point, AND this is your subclass capstone! Capstones should not be afraid of being too strong, you devoted all this time and levels into getting this far, the capstone should reward you! And here's where the big blasts come in- at this level you have 5 uses of Rage, a free use of casting one of these spells as well. You can also regain Rage uses with Persistent Rage at level 15, so that's a lot of Fireballs.
Here is that precedent again- subclasses, especially martial subclasses, should not be afraid to be strong. How many Barbarians are there that can say they can deal massive damage in large areas? Not many. But this is the subclass that gets access to blasting because it is the herald of storms.
A Barbarian that wields the power of storms is such a cool concept within fantasy, and its imagery invokes myths. But for some reason, the Path of the Storm Herald is mediocre at best. It doesn't deal much damage, doesn't have the blasting capabilities you would associate with characters like Thor or Zeus, it only affects such a small area- c'mon this is a Barbarian that creates a storm! Where's the power for this beefy martial? I understand that there was a UA intending to address this, but even then it's not worth taking the subclass all the way to the capstone. So lets remake it strong enough to justify wanting to get all the subclass levels.
I present an updated Storm Herald, a Barbarian that has access to some blasting capabilities and magic that revolves around the storm choice. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Path of the Storm Herald
Wield the Fury of the Storm
Barbarians who follow the Path of the Storm Herald learn to harness their Rage into a mantle of primal magic that swirls around them like a storm. When in their Rage, these Barbarians tap into the elemental forces of nature to create powerful magical effects.
Level 3: Nature’s Mantle
You gain proficiency in the Nature skill. If you already have this proficiency, you gain proficiency in another skill of your choice. You also learn Primordial.
Level 3: Storm Aura
Whenever you activate your Rage, choose Wildfire, Thunderstorm, or Blizzard. You extend an aura in a 10-foot Emanation originating from yourself for the duration of your Rage.
This Storm 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. The Storm Aura’s effect depends on the chosen environment, as detailed below.
If your Storm Aura’s effect requires a saving throw, the DC equals 8 plus your Proficiency Bonus plus your Strength modifier.
Wildfire. When this effect is activated, roll a number of d4s equal to your Rage Damage bonus, and add them together. Each creature in the aura takes Fire damage equal to the number rolled.
Thunderstorm. When this effect is activated, roll a number of d6s equal to your Rage Damage bonus, and add them together. A bolt of lightning strikes at a creature you can see within the Emanation. The target must make a Dexterity saving throw. On a failed save, the target takes Lightning damage equal to the total rolled and has the Prone condition, taking half as much damage only on a successful save.
Blizzard. When this effect is activated, roll a number of d6s equal to your Rage Damage bonus, and add them together. You can choose one other creature you can see within the Emanation to harry with icy spirits. The target must make a Strength saving throw. On a failed save, it subtracts the number rolled from the next damage roll it makes before the start of your next turn, reducing the damage by half as much on a successful save.
Level 6: Storm Soul
The storm grants you benefits even when your Rage isn’t active. The benefits are based on the environment you chose for your Storm Aura the last time you entered your Rage.
Wildfire. You gain Resistance to Fire damage.
You learn the Fire Bolt cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
As a Magic action, you can touch a flammable object that isn’t being worn or carried by anyone else and cause the object to start Burning.
Thunderstorm. You gain Resistance to Lightning and Thunder damage.
You learn the Shocking Grasp cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
You can breathe underwater, and gain a Swim Speed equal to your Speed.
Blizzard. You gain Resistance to Cold damage.
You learn the Ray of Frost cantrip. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
As a Magic 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.
Level 6: Storm Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of the cantrips acquired through your Storm Soul feature. The cantrip you can cast in this way is based on the environment you chose for your Storm Aura the last time you entered your Rage.
Level 10: Severe Storm
The Emanation of your Storm Aura increases to 30 feet, and allies within your Storm Aura gain the same damage Resistance you gain from your Storm Soul feature.
Your Storm Aura improves as well. The effect is based on the environment you choose for your Storm Aura.
Wildfire. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Storm Aura or ends its turn there, you can force the creature to start Burning.
Thunderstorm. Whenever creatures in the Emanation make an Opportunity Attack, you can impose Disadvantage on the attack roll.
Blizzard. Whenever a creature of your choice moves within the Emanation, the creature must spend 2 feet of movement for every 1 foot it moves.
Level 14: Raging Storm
The power of the storm you channel grows mightier. While your Rage is active, you gain a Fly Speed equal to your Speed with hover.
You have fully mastered your Storm Aura. The effect is based on the environment you choose for your Storm Aura.
Wildfire. Immediately after a creature within your Storm Aura deals damage to you, you can take a Reaction to cause the triggering creature to start Burning for 1 minute or until your Rage ends. A Burning creature takes an extra 3d4 Fire damage (4d4 Fire damage total) at the start of each of its turns.
You always have the Fireball spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
Thunderstorm. Immediately after a target fails or succeeds on its saving throw against your Storm Aura effect, you can take a Reaction to cause a bolt of lightning to leap from the target to another target of your choice, which must be within 30 feet of the first target. The new target makes the same Dexterity saving throw as the first target.
You always have the Lightning Bolt spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
Blizzard. When a creature you can see fails its saving throw against your Storm Aura effect, you can take a Reaction to cause it to take 2d6 Cold damage and its Speed is halved until the end of its next turn.
You always have the Cone of Cold spell prepared, and can cast it at 5th level without expending a spell slot. Strength is your spellcasting ability for this spell, and you can cast it while your Rage is active.
You can cast one of the spells from this feature without expending a spell slot once per Short Rest. You can also expend a use of your Rage to cast a spell in this way again (no action required).