Base Class: Barbarian
While most would advise against joining your soul to that of a monster, these barbarians see it as the ultimate challenge, and the greatest strength there is. Defined by the glowing runic tattoos along their arms, these Barbarians channel the power of beasts and nature itself.
Weapon Branding
When you select this path at 3rd level, you will need to hunt a powerful creature of your choice.
The creature you hunt will determine the element bound to your weapon. You can change your spirit bond choice whenever you gain a level in this class.
You can make a maximum of 2 weapons at a time.
Once a creature is slain, you will need 4 hours to craft your weapons and bind the soul of the creature to you and the weapon(s) you choose. The branding takes the form of runic tattoos along your forearms.
If your weapon’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.
Fire: When this effect is activated, every successful weapon attack deals 2 fire damage in addition to weapon damage (2x on crit). 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: When this effect is activated, when you land a successful attack, 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.
Ice: When this effect is activated, on a successful hit, deal 2 cold damage and gain 1d4 temporary hit points. The temporary hit points and damage increase when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level. Critical hits do not deal double damage with this spell, instead, double the temporary HP gained.
Bound Soul
At 6th level, the bond strengthens you. The benefits are based on the element of the bound creature.
Fire: 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 touch a flammable object being worn or carried and set it on fire. If the item is being worn or carried, the affected creature can either use their reaction to drop or remove said item, or make a Dexterity saving throw to douse the flames. On a failed save, take 1d6 fire damage.
Storm: You gain resistance to lightning damage. You can use a bonus action to turn your body into lightning and dash 10 feet. Dashing like this does not trigger attacks of opportunity. When a creature makes a melee attack against you, they must succeed a Dexterity saving throw or take 1d4 lightning damage. This increases by 1d4 at 10, 15, and 20 level
Ice: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. Your attacks inflict frostbite that spreads through the target dealing an extra 1d4 cold damage per turn. This increases by 1d4 at 10, 15, and 20 level.
Manifestation
At 10th level, the spirit of your weapon takes shape. The shape is based on your alignment / personality (AKA: talk to your DM). You radiate an aura around yourself when raging. Up to 1d4 + your proficiency bonus creatures of your choice within the aura takes the bonus damage of your Wyrdbrand every turn.
Unleashed Potential
At 14th level, the power you channel grows mightier, lashing out at your foes. The effect is based on the element you chose for your Wyrdbrand
Fire: 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 fire damage equal to half your Barbarian level.
Storm: 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 stunned
Ice: When you hit a creature affected by your frostbite, you deal an extra cold damage equal to the level of Bound Soul. On hit, the creature must succeed a Strength saving throw. On failure, the creature’s movement drops to 0 and it cannot take a reaction.
-
View User Profile
-
Send Message
Posted Jun 29, 2025This is a modification for the Storm Herald subclass. Any feedback is welcome <3
I tried to keep it balanced, but our group typically likes to be on the stronger side.