Base Class: Barbarian
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who are more in tune with the natural world learn instead to transform their rage into primal forces of nature . When in a fury of Rage, a barbarian of this path taps into nature to create powerful, magical effects.
Natures Fury are typically Wanders of the wilderness akin to druids in beliefs but more focused on the weather and natural phenomenon who train alongside druids, rangers, and others sworn to protect the natural realm. Other Natures Fury hone their Skills in the wild building their connection with the elements
Natures Wrath
When you select this path 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 Tornado, Dust storm, Blizzard. Your aura's effect depends on that chosen Natural Disaster, as detailed below. You can change your environment choice whenever you Rage.
Your aura's effects requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. The number of affected enemies is equal to your constitution modifier (minimum of 1)
Tornado. When this effect is activated, creatures of your choice in your aura must succeed a Strength saving throw or be pulled 5ft toward you.
Dust Storm. When this effect is activated, creatures of your choice in your aura must succeed a Constitution saving throw or be blinded until the start of their next turn.
Blizzard. When this effect is activated, creatures of your choice in your aura must succeed Constitution Saving throw or have their movement speed halved until the start of their next turn.
One with the Weather
At 6th level, the storm grants you benefits when your aura is active. The benefits are based on the environment you chose for your Storm Aura.
Tornado. Your aura becomes difficult terrain to Hostile creatures within it. As harsh winds surround you in a tempest.
Dust Storm. You and allies in or behind your aura gain the benefit of halve cover as you controls the sands.
Blizzard. You Ignore non magical Difficult terrain as you are accustomed to traversing deep snow.
Raging Storm
At 10th level, when you enter your rage you may spend an additional use of your rage to increase you aura to 30ft.
Natural Disaster
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.
Tornado. When you activate your aura you can now pull enemies up to 15ft towards you as you master the violent winds.
Dust Storm. The dust in your aura is so violent that hostile creatures begin to suffocate while within its radius.
Blizzard. The effect of your aura now reduces the creatures movement to 0 on a failed saving throw as you freeze the creatures to their bones.
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