Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Storm Soul have learned to manifest the rage festering inside them as storms that swirl around their weapons and bodies to aid them in combat.

Followers of this path were usually born with an innate affinity for the natural and chaotic elements seen in storms.

Storm Wielder

When you select this path at 3rd level, you wreathe your weapon with a stormy aura while you rage. Every time you rage, you choose a type of storm: Desert, Sea, or Tundra. The benefits of your rage varies for each.

Desert. When this effect is activated, whenever you make a melee weapon attack, you deal an additional 1d6 fire damage. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. Once per turn, when you hit a creature with an attack, you can force them to make a Strength saving throw or be pushed prone or pushed 5 feet away.

Thunder. When this effect is activated, you deal an additional 1d6 lightning damage. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. Once per turn, when you hit a creature with an attack, you can make them unable to take a reaction until the start of your next turn.

Tundra. When this effect is activated, you deal an additional 1d6 cold damage. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. Once per turn, when you hit a creature with an attack, you can reduce their movement speed by 10.

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

Storm Rider

At 6th level, when you rage, you gain the ability to let the chaotic elements of the storm carry your stride. The effect varies for each storm:

Desert. You gain resistance to fire damage. Moreover, your walking speed increases by 10 feet and you gain a burrow speed equal to your walking speed when on loose earth, sand, dirt, or something similar.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to your walking speed.

Tundra. You gain resistance to cold damage. Additionally, you can walk on water as it freezes under your feet.

Storm Burst

At 10th level, you gain the ability to emulate the chaotic nature of the storms. You gain an ability depending on the storm you have active. You can use these abilities twice per short rest.

Desert. As an action while you’re raging, you can release a powerful wave of hot wind in a 20-foot radius centered on you. Each creature in the area must make a Strength saving throw or take 8d6 fire damage and get pushed away to the edge of the radius and get knocked prone. On a success, they take half damage and aren’t knocked prone.

Sea. As an action while you’re raging, you can conjure a powerful stream of lightning originating from your hands up to 100 feet  in a straight line. Each creature in the area must make a Dexterity saving throw or take 8d6 lightning damage and become incapacitated until the end of your next turn. On a success, they take half damage and aren’t incapacitated.

Tundra.  As an action while you’re raging, you can create a blast of sheer cold in a 30 foot cone. Each creature in the area must make a Constitution saving throw or take 8d6 cold damage and have their speed become 0 until the end of your next turn. On a success, they take half damage and suffer no additional effects.

Avatar of the Storm

As a bonus action while you’re raging, you can become an avatar of the storm and gain one of the following benefits for 1 minute or until your rage ends, depending on which storm you have active:

Desert. You are immune to fire damage and the fire damage you deal ignores resistance. Whenever you take fire damage, each creature of your choice within 5 feet of you must make a Dexterity saving throw or take fire damage equal to 1d6 + your proficiency bonus.

Sea. You are immune to lightning damage and the lightning damage you deal ignores resistance. Whenever you take lightning damage, the next attack you make before the end of your next turn, deals additional lightning damage equal to your proficiency bonus.

Tundra. You are immune to cold damage and the cold damage you deal ignores resistance. Whenever you take cold damage, you gain a number of temporary hit points equal to your proficiency bonus.

You can use this ability once per short rest.

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