Barbarian
Base Class: Barbarian

Warriors who invoke their rage to bring forth a higher level of martial strength and fortitude are somewhat common but few of these warriors are able to call upon a power even greater than physical strength. After all, how can one person's rage compare to the very wrath of the universe. This is the power of a Tempest Warrior; a barbarian who can conjure the chaotic forces of the elements to swirl around them in a powerful aura to assist them in battle.

Tempestuous Aura

Starting when you choose this path at 3rd level, you conjure a stormy aura of elemental energy around you whenever you rage. This aura has a radius of 5 feet, centered on you. Whenever you activate your rage, you choose which of the elements below your aura will harness:

  • Lightning. When a creature of your choice ends its turn inside your aura, it must make a Strength saving throw or take 1d6 lightning damage and be knocked prone as the surge of lightning strikes them down. On a success, they take half damage and aren't knocked prone.

At 11th level, this damage increases to 2d6 then to 3d6 at 14th level.

  • Ice. When a creature of your choice ends its turn inside your aura, it must make a Constitution saving throw or take 1d6 cold damage and suffer disadvantage on the next attack roll they make. On a success, they take half damage and suffer none of the other effects.

At 11th level, this damage increases to 2d6 then to 3d6 at 14th level.

  • Fire. When a creature of your choice ends its turn inside your aura, it must make a Dexterity saving throw or take 1d10 fire damage. On a success, they take half damage.

At 11th level, this damage increases to 2d10 then to 3d10 at 14th level.

At 14th level, the range of your aura is increased to 10 feet.

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

Tempestuous Spirit

At 6th level, you gain an additional benefit whenever you rage, depending on which element you chose:

  • Lightning. You have resistance to lightning damage and your weapon attacks deal additional lightning damage equal to your proficiency bonus as long as the target is within your aura. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
  • Ice. You have resistance to cold damage and your weapon attacks deal additional cold damage equal to your proficiency bonus as long as the target is within your aura. In addition, you can run on liquid surfaces as it freezes under your step.
  • Fire. You have resistance to fire damage and your weapon attacks deal additional fire damage equal to your proficiency bonus as long as the target is within your aura. In addition, you ignore resistance to fire damage.

Protective Tempest

At 10th level, when you enter a rage, you can choose a number of creatures you can see within 30 feet equal to 1 + your Constitution modifier (minimum of 1). The chosen creatures also gain the additional resistance that you receive from Tempestuous Spirit.

Champion of the Storm

At 14th level, you can now fully embody the storm whenever you rage, giving you even more benefits depending on the type of tempest you invoke:

  • Lightning. You are immune to lightning damage and resistant to thunder damage. Additionally, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Ice. You are immune to cold damage and resistant to necrotic damage. Additionally, any creature who fails the Constitution saving throw against your Ice Tempest Aura has disadvantage on all of their attacks instead of only the first.
  • Fire. You are immune to fire damage and resistant to radiant damage. Additionally, once per turn when a creature inside your aura hits you with an attack, they take 1d12 fire damage.

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