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 and the many planes of existence. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, in bodies of magic essence, or trapped in the flaming forests.

Path of the Storm Herald Features

Barbarian Level Feature
3rd Storm Aura (10 ft.)
6th Storm Soul, Tempestuous Might
10th Shielding Storm
14th Raging Storm (30 ft.)

Storm Aura

3rd-level Path of the Storm Herald

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 you can activate the effect again on each of your turns as a bonus action. Choose an option below. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. The die starts at a d6, and improves when you reach certain levels in this class: 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

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

Blizzard.

You create a swirl of crisp frost around you. When this effect is activated, creatures of your choice in your aura take 1d6 cold damage. This aura is considered lightly obscured to these creatures as well.

Cosmic.

You create strange colorful shapes that float around you and exude energy. Each time this effect is activated, creatures of your choice in your aura have their minds and bodies pelted with otherworldly devastation. Creatures take 1d6 damage from one of the following damage types of your choice: cold, fire, force, necrotic, psychic, or radiant.

Sanctuary.

You create a light, warm mist that emanates from you. When this effect is activated, each creature of your choice in your aura gains 1d6 temporary hit points, as icy spirits inure it to suffering.

Sandstorm.

You create a flurry of sharp rock around you. When this effect is activated, creatures of your choice in your aura take 1d6 slashing damage, and this aura is considered heavily obscured to these creatures as well.

Thunderstorm.

You create crackles of booming lightning that emanate from dark clouds around you. When this effect is activated, creatures of your choice in your aura must make a Dexterity saving throw. The creatures take 1d6 lightning damage and can’t take reactions until the start of their next turn on a failed save, or half as much damage on a successful one.

Tsunami.

You create streams of water that flow around you. When this effect is activated, creatures of your choice in your aura take 1d6 bludgeoning damage and must make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you.

Volcanic.

You create a flaming smoke that erupts around you. When this effect is activated, creatures of your choice in your aura take 1d6 fire damage, and begin suffocating if they must breathe.

Wildfire.

You create bursts of flame that combust around you. When this effect is activated, all other creatures in your aura take 1d6 fire damage each. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Storm Soul

6th-level Path of the Storm Herald

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment 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. You gain darkvision out to 60 feet if you do not already have it. 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.

Cosmic.

You gain resistance to the damage type from the list found in the Cosmic Storm Aura. This resistance changes each time you use your Storm Aura to whichever damage type you choose.

Sanctuary.

You gain resistance to poison damage, and are immune to disease and the poisoned condition. Additionally, you have advantage on death saving throws.

Sandstorm.

Slashing damage you take is reduced by 1d8 to a minimum of 1 damage. You are immune to being petrified, and difficult terrain doesn’t slow your travel.

Thunderstorm.

You gain resistance to lightning damage, and you gain a flying speed equal to your walking speed. Moreover, as an action, you can also let out a thunderous boom audible out to 300 feet, causing unsecured objects within your aura to automatically be pushed 10 feet away from you.

Tsunami.

Bludgeoning damage you take is reduced by 1d8 to a minimum of 1 damage. You gain a swimming speed equal to your walking speed, and do not need to breathe underwater.

Volcanic.

You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Your jump height and jump distance is tripled.

Wildfire.

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 instantaneously expand flames 5 feet in one direction, provided that wood or other fuel is present in the new location. This can light torches, or start campfires. You can also extinguish this flame.

Tempestuous Might

6th-level Path of the Storm Herald

Also at 6th level, the storm within has magically enhanced your strikes. Whenever you make a melee weapon attack or unarmed strike, you can change the damage type to that of your Storm Soul resistance.

Additionally, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes 1d8 extra damage. The extra damage is that of your Storm Soul resistance. This becomes 1d12 at 14th level.

Lastly, you gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Nature.

Shielding Storm

10th-level Path of the Storm Herald

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

14th-level Path of the Storm Herald

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. Your aura now extends 30 feet from you in every direction, but not through total cover. Additionally, your Storm Soul damage resistance improves. The effect is based on the environment you chose for your Storm Aura.

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

Blizzard.

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw. On a failure, they take 1d12 + your Constitution modifier cold damage and its speed is reduced to 0 until the start of your next turn as magical frost covers it. On a success, they take half damage and do not suffer the ill effects.

You are now immune to cold damage.

Cosmic.

Whenever the effect of your Storm Aura is activated, the ground beneath within your aura appears as a colorful pool of light that flickers like radiant, spinning coins. The pool allows you to ignore resistances to cold, fire, force, necrotic, psychic, and radiant damage.

You are now resistant to cold, fire, force, necrotic, psychic, and radiant damage.

Sanctuary.

When creatures of your choice enter your aura, you can use your reaction to force a Constitution saving throw on the creature. On a failure, they take 1d12 poison damage, or half as much on a successful one. Additionally, creatures of your choice within your aura now have advantage on death saving throws.

You are now immune to poison damage.

Sandstorm.

When creatures of your choice enter your aura, you can use your reaction to force a Constitution saving throw. On a failure, they take slashing damage equal to your Constitution modifier and have disadvantage on attack rolls until the start of your next turn, or take half damage and do not suffer the ill effects on a success.

Slashing damage you take is reduced by 1d12.

Thunderstorm.

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failure, the creature takes 1d12 thunder damage, is knocked prone, and can’t take reactions until the start of their next turn, as if pushed back by a deafening wave of sound. On a success, they take half damage and do not suffer the ill effects.

You are now immune to lightning damage.

Tsunami.

You can cause one creature in your aura to become engulfed in a whirlpool. As a reaction, the creature must make a Strength saving throw. On a failure, they take 1d12 bludgeoning damage and become restrained until the start of your next turn. On a success, they take half damage and do not suffer the ill effects.

Bludgeoning damage you take is reduced by 1d12.

Volcanic.

When a creature enters your aura, or immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failure, the creature takes 1d12 lightning, cold, or fire damage (your choice), and has disadvantage on the next d20 roll it makes. On a success, they take half damage and do not suffer ill effects.

You are now immune to fire damage.

Wildfire.

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failure, the creature takes 1d12 fire damage and has its speed halved until the end of its next turn. On a success, they take half damage and do not suffer the ill effects.

You are now immune to fire damage.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2023 3:04:33 AM
48
7
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes