Barbarian
Base Class: Barbarian

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed.  Some have it bred within their soul, these barbarians learn to tap into that rage manifesting it as a storm which swirls around them.  When in a fury, a barbarian of this path taps into the natural forces of a storm, creating magical effects.

Storm souls are typically elite champions who train alongside druids, rangers, and others sworn to protect the trees of life. Some storm souls live among the calamity of regions wracked by storms.  You will find them where the winds whip, where life is flooded, and near the lightning strikes.

Storm Aura

Starting at 3rd level, your rage taps into the storm of your soul, emanating a magical aura. 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 wind, lightning, or rain. Your aura’s effect depends on that chosen aspect, as detailed below. You can change your aspect choice whenever you gain a level in this class.

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

Lightning

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 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Rain

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as watery spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Wind

When this effect is activated, all other creatures in your aura take 2 force damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Armor

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.

Wind

You gain the ability to fly in strong winds as described in the Dungeon Master’s Guide. You are given an additional flying speed of 10 feet.  Also, your dexterity score is increased by 2.

Lightning

You gain resistance to lightning damage and as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire with a magical electrical spark.

Rain

You gain resistance to cold and fire damage, and you don’t suffer the effects of extreme cold or heat, as described in the Dungeon Master’s Guide.

Lightning

You gain resistance to lightning damage and as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire with a magical electrical spark.

Rain

You gain resistance to cold and fire damage, and you don’t suffer the effects of extreme cold or heat, as described in the Dungeon Master’s Guide.

Wind

You gain the ability to fly in strong winds as described in the Dungeon Master’s Guide. You are given an additional flying speed of 10 feet.  Also, your dexterity score is increased by 2.

Shielding Storm

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

Wind

Their dexterity score is increased by 2.

Lightning

They gain resistance to lightning damage.

Rain

They gain resistance to cold and fire damage.

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 environment you chose for your Storm Aura.

Wind

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 failed save, the creature is knocked prone, as if struck by a hurricane.

Lightning

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 failed save, the creature takes lightning damage equal to half your barbarian level.

Rain

When you activate your aura, choose one creature you can see in the aura. When you attack that creature you must use your reaction to force them to make a strength saving throw or you inflict 1 point of exhaustion and they are considered to be in difficult terrain.

Lightning

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 failed save, the creature takes lightning damage equal to half your barbarian level.

Rain

When you activate your aura, choose one creature you can see in the aura. When you attack that creature you must use your reaction to force them to make a strength saving throw or you inflict 1 point of exhaustion and they are considered to be in difficult terrain.

Wind

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 failed save, the creature is knocked prone, as if struck by a hurricane.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2024 7:11:29 AM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes