Base Class: Barbarian
Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of elemental magic. When in a rage, a barbarian of this path taps into the forces of nature to aid them in battle.
Storm heralds typically train alongside druids, rangers, or even creatures from the Elemental planes. Most storm heralds hone their skills in regions wracked by storms, in the frozen reaches, the open seas or even deep in the hottest deserts. This practice continues until they become the living manifestation of the storms fury. Most often these practitioners are Genasi.
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 stays in effect until your rage ends. 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 finish a long rest.
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 1d6 fire damage each. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
Sea
When you enter your rage, you can choose one creature you can see in your aura each turn. The target must make a Dexterity saving throw. The target takes 1d8 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 2d8 at 10th level, 3d8 at 15th level, and 4d8 at 20th level.
Tundra
When this effect is activated, all other creatures in your aura take 1d4 cold damage each and have their speed reduced by 10 feet until the start of their next turn. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.
Inner Storm
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. While raging as a bonus action you can add 1d6 fire damage to melee damage rolls until your rage ends, a number of times per day equal to your Proficiency modifier plus your Constitution modifier. You regain uses of this ability after finishing a long rest. While in a desert or volcanic environment you gain another 10 feet of movement speed.
Sea
You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed. While raging as a bonus action you can add 1d6 Lightning damage to melee damage rolls during your rage, a number of times per day equal to your Proficiency modifier plus your Constitution modifier. You regain uses of this ability after finishing a long rest. While in an ocean environment or on a ship you gain another 10 feet of movement speed.
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. While raging as a bonus action you can add 1d6 Cold damage to melee damage rolls until your rage ends, a number of times per day equal to your Proficiency modifier plus your Constitution modifier. You regain uses of this ability after finishing a long rest. While in a tundra or snow covered environment you gain another 10 feet of movement speed.
Eye of the Storm
At 10th level, you learn to use your mastery of the storm to protect others. The range of your aura increases to 20 feet and you can choose a number of creatures equal to your constitution plus your proficiency modifier to give the damage resistance you gained from the Storm Soul feature while they remain in your aura.
Perfect 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. You now gain immunity to your chosen aura element.
Desert
If an enemy starts or ends their turn within 10 feet of you they take fire damage equal to your constitution modifier plus your proficiency modifier. Immediately after a creature in your aura hits you with an attack, if you are raging you roll a weapon attack, if the attack hits the creature takes fire damage equal to your barbarian level.
Sea
If an enemy starts or ends their turn within 10 feet of you they take lightning damage equal to your constitution modifier plus your proficiency modifier. If you are raging and a creature hits you with a ranged attack you can use your reaction to force that creature to must make a Strength saving throw as if using the shove action. On a failed save, the creature is knocked prone, as if struck by Lightning.
Tundra
If an enemy starts or ends their turn within 10 feet of you they take cold damage equal to your constitution modifier plus your proficiency modifier. Whenever an enemy creature enters your aura, that creature must succeed on a Strength saving throw, or its speed is reduced by half. You also get a +1 to your AC while raging as frost hardens and covers you.
Previous Versions
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Posted Jun 25, 2024im getting an invalid massage on my character sheet under features and traits down to storm aura, says 'When this effect is activated, all other creatures in your aura take (1d6+(classlevel/5)@rounddown - Invalid keyword: d) fire damage each.'