Barbarian
Base Class: Barbarian

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

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. This radius extends to 20 feet when you reach 14th level in this class.

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 sandstorm, hurricane, or blizzard. Your aura’s effect depends on that chosen type of storm, as detailed below.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Blizzard

When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 4 at 6th level, 5 at 10th level, and 6 at 14th level.

Hurricane

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 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Sandstorm

When this effect is activated, all other creatures in your aura take 3 fire damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 6th level, 5 at 10th level, and 6 at 14th level.

Howling Winds

At 6th level, the storm that surrounds you when you rage causes the air itself to be whipped into a fury. As long as you maintain your rage, a strong wind (20 miles per hour) fills your aura. The wind has the following effects:

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The wind also has an additional effect based on the storm you chose for your Storm Aura.

Blizzard

The freezing winds of your aura cover the ground with a layer of ice. Any creature in contact with the ground that enters your aura for the first time on a turn or ends its turn there must succeed on a Strength saving throw. If it fails, its feet become frozen to the ground and its speed is reduced to 0. Any creature frozen in this way has advantage on saving throws and ability checks made to avoid being moved or knocked prone. At the start of each of an effected creature's turns, it can repeat the saving throw to free itself. A creature can choose to fail the saving throw. If a creature is no longer in the aura, the effect on it ends.

Hurricane

The winds of your aura are exceptionally strong. Your aura gains the following effects:

  • It deafens you and other creatures in its area.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Additionally, whenever you activate your Storm Aura, you may choose a direction. Each other creature in your aura must make a Strength saving throw or be pushed up to 10 feet in the chosen direction.

Sandstorm

The winds of your aura become filled with sand and dust, blocking creatures' vision. Whenever a creature enters your aura for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or be blinded until the start of your next turn or until it leaves the aura.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the storm you chose for your Storm Aura.

Blizzard

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. Additionally, once you reach 10th level in this class, each creature of your choice in your aura also has resistance to cold damage.

Hurricane

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Sandstorm

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.

Storm Soul: Blizzard

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. Additionally, once you reach 10th level in this class, each creature of your choice in your aura also has resistance to cold damage.

Storm Soul: Hurricane

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Storm Soul: Sandstorm

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.

Eye of the Storm

At 10th level, you gain greater control over the storm that rages within you. Whenever your aura would deal damage to a creature or force a creature to make a saving throw, you can choose to allow that creature to take half as much damage or succeed on that saving throw instead.

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 storm you chose for your Storm Aura.

Blizzard

The resolve and durability of creatures of the icy tundra strengthen your aura. Whenever a creature that has temporary hit points from your Storm Aura would take nonmagical bludgeoning, piercing, or slashing damage, that creature can choose to lose their temporary hit points and take no damage instead.

Hurricane

Your storm brings with it the unstoppable power of the sea. The first time each turn that you hit a creature in your aura with an attack, you can choose to have that attack deal an extra 2d6 thunder damage and force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone and pushed up to 10 feet directly away from you, as if struck by a wave.

Sandstorm

Your aura brings with it the relentless heat of a desert. When you activate your Storm Aura, you can have each creature in your aura also make a Constitution saving throw. A creature that fails its save gains a level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. If your rage ends and you used this ability at least once, you gain a level of exhaustion. Once you have used this ability a number of times equal to your Constitution modifier, you must complete a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes