Base Class: Barbarian
The Path of the Starborn Storm Herald is a primal path that taps into the power of the cosmos to unleash devastating storms upon their enemies. These barbarians are born under the sign of the stars and have a deep connection to the universe. They are often found among the ranks of spacefaring adventurers, protecting their crewmates from the dangers of the void.
Starborn Storm Aura
Starting at 3rd level, you gain the ability to channel the power of the stars to create an aura of cosmic energy around you. Whenever you rage, you create a Starborn Storm Aura in an 10 ft area centered on yourself, this area moves with you staying centered to you as you move. this lasts for as long as you stay in raged. While your aura is active, you gain the following benefits:
- Cosmic Fury: When you enter your Starborn Storm Aura or start your turn in it, you can choose to deal 1d6 force damage to one creature within 5 feet of you. The damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
- Starlight Resistance: You gain resistance to radiant damage while your Starborn Storm Aura is active.
- Cosmic Momentum: You can use your reaction to move up to 10 feet in any direction when a creature within 5 feet of you ends its turn there.
- Starborn Stormsight: You gain darkvision out to 60 feet while your Starborn Storm Aura is active.
Blessing of the Cosmos
You gain a flying speed equal to your walking speed and can breathe in the vacuum of space
Cosmic Leap
Starting at 10th level, you gain the ability to leap great distances through the void of space. As a bonus action, you can make a running jump that covers a distance of up to 30 feet. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a short or long rest.
Cosmic Tempest
Starting at 14th level, you can unleash a devastating cosmic storm upon your enemies. As an action, you can create a 20-foot-radius sphere of cosmic energy centered on yourself. Each creature within the sphere must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 6d6 force damage and be knocked prone. On a successful save, a creature takes half damage and isn't knocked prone. Once you use this feature, you can't use it again until you finish a long rest.
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