I have a barbarian in my game who has chosen the Storm Herald path. I'm wondering what thoughts are on how the Storm Aura should work:
1. Many of the effects affect other willing creatures in a 10' radius when the Aura power is activated. Do those effects remain if the creature moves out of the aura range (like the Bless spell)?
2. Do the effects stack? Specifically, the temporary hit point effect--is it once only per creature, or is it stacked again if the creature is in the radius the next time the barbarian invokes that effect. (I think this would be way OP, but the wording is really not clear on this).
3. Purely for storytelling--anyone having a perceptible effect when the storm aura is activated? For the barbarian in my game who chose Tundra, there is a subtle flicking of lights like the Aurora and a chill comes over the characters who get the HP bump.
I have a barbarian in my game who has chosen the Storm Herald path. I'm wondering what thoughts are on how the Storm Aura should work:
1. Many of the effects affect other willing creatures in a 10' radius when the Aura power is activated. Do those effects remain if the creature moves out of the aura range (like the Bless spell)?
2. Do the effects stack? Specifically, the temporary hit point effect--is it once only per creature, or is it stacked again if the creature is in the radius the next time the barbarian invokes that effect. (I think this would be way OP, but the wording is really not clear on this).
3. Purely for storytelling--anyone having a perceptible effect when the storm aura is activated? For the barbarian in my game who chose Tundra, there is a subtle flicking of lights like the Aurora and a chill comes over the characters who get the HP bump.
1 - As it doesn't specify the effects last if one of the affected creatures moves out of the area, I'd argue as soon as someone goes out of the 10ft radius they lose the effects.
2 - Temporary Hit-Points do not usually stack. Practical example: a Fiend Patron Warlock at lvl 1 gets Dark One’s Blessing, which grants him temporary hit points every time they reduce a creature to 0HP. In case the Warlock were to kill two creatures (either in the same turn or in two different turns) without losing any of these temporary HP, they would not stack, and he would still only have CHA mod+warlock lvl. Same goes if they lose some of these temporary HP and then kill another creature: they would just go back to CHA+lvl temporary HP, not the sum.
3 - I think that's mostly a per-group choice. I personally like to give a visual representation of such auras and effects in my party :)
Hope I could be of help.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Hm. I may be misreading something, but you mention "many of the effects affect other willing creatures". I only see one effect affecting willing creatures (the temporary hit points one)?
Regardless, let me see if I can help.
1. The wording is very important. Most of the effects in the Aura options start with "When this effect is activated". You check for valid range at that time. "Each creature of your choice in the aura gains 2 temporary hit points." That's it. They are the proud owners of 2 temporary hit points. Similarly with the more hostile powers: "Choose a creature you can see within your aura." Roll save, deal damage. That's it.
Compare with Paladin aura wordings. For example, "whenever you or a friendly creature within 10 feet of you must make a saving throw..." means you need to be in that range whenever a saving throw is called for to get the benefit.
2. Unless a feature specifically mentions otherwise, temporary hit points do not stack, you choose whether to keep the current or new amount if you gain some while you still have some, and unless duration is mentioned, they last until used up or a Long Rest. All of those are in Player's Handbook, page 198.
Can't really help with 3, since I haven't played the class, or seen it played, but it mentions a magical aura, so it's visible, and you can likely flavor it whichever way you like. Heat haze, covering of frost and the howl of winds, etc etc. I'd go wild.
I too have a question about this archetype. For the sea storm aura when it says deal 1d6 lightning damage is that only once or once every turn?
"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."
That means that you deal that 1d6 lightning damage when you go into a rage and choose Sea as your aura, and on subsequent turns if you activate the effect using your bonus action you deal again 1d6 lightning damage.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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I have a barbarian in my game who has chosen the Storm Herald path. I'm wondering what thoughts are on how the Storm Aura should work:
1. Many of the effects affect other willing creatures in a 10' radius when the Aura power is activated. Do those effects remain if the creature moves out of the aura range (like the Bless spell)?
2. Do the effects stack? Specifically, the temporary hit point effect--is it once only per creature, or is it stacked again if the creature is in the radius the next time the barbarian invokes that effect. (I think this would be way OP, but the wording is really not clear on this).
3. Purely for storytelling--anyone having a perceptible effect when the storm aura is activated? For the barbarian in my game who chose Tundra, there is a subtle flicking of lights like the Aurora and a chill comes over the characters who get the HP bump.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Hm. I may be misreading something, but you mention "many of the effects affect other willing creatures". I only see one effect affecting willing creatures (the temporary hit points one)?
Regardless, let me see if I can help.
1. The wording is very important. Most of the effects in the Aura options start with "When this effect is activated". You check for valid range at that time. "Each creature of your choice in the aura gains 2 temporary hit points." That's it. They are the proud owners of 2 temporary hit points. Similarly with the more hostile powers: "Choose a creature you can see within your aura." Roll save, deal damage. That's it.
Compare with Paladin aura wordings. For example, "whenever you or a friendly creature within 10 feet of you must make a saving throw..." means you need to be in that range whenever a saving throw is called for to get the benefit.
2. Unless a feature specifically mentions otherwise, temporary hit points do not stack, you choose whether to keep the current or new amount if you gain some while you still have some, and unless duration is mentioned, they last until used up or a Long Rest. All of those are in Player's Handbook, page 198.
Can't really help with 3, since I haven't played the class, or seen it played, but it mentions a magical aura, so it's visible, and you can likely flavor it whichever way you like. Heat haze, covering of frost and the howl of winds, etc etc. I'd go wild.
I too have a question about this archetype. For the sea storm aura when it says deal 1d6 lightning damage is that only once or once every turn?
"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."
That means that you deal that 1d6 lightning damage when you go into a rage and choose Sea as your aura, and on subsequent turns if you activate the effect using your bonus action you deal again 1d6 lightning damage.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games