Barbarian
Base Class: Barbarian

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

 

Level 3: Storm Aura

When you activate your Rage choose an environment: Dessert, Sea, or Tundra. Your Rage summons a storm around you in a 10-foot Emanation. When you summon this storm , you can designate creatures to be unaffected by it.

Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Dexterity saving throw. The DC for this saving throw is equal to 8 plus your Proficiency Bonus and your Constitution modifier. On a failed save, the creature takes 2d6 damage of a type determined by your chosen environment: Fire for Dessert, Lightning for Sea, and Cold for Tundra. A creature makes this save only once per turn.

The damage your Storm Aura does increases to 3d6 at Barbarian level 9 and 4d6 at Barbarian level 14.

 

Level 3: Herald's Boon

When you activate your Rage you gain a boon based on the choice you make for your Storm Aura. This boon lasts until you activate your Rage again or finish a Long Rest.

Dessert. As an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. You can also use this action to melt ice.

Sea. You gain a swim speed equal to your speed.

Tundra. 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. You can also use this action to put out fires.

 

Level 6: Storm Soul

Your Storm Aura gains an additional benefit depending on your chosen environment. 

Dessert. Creatures that fail their saving throw are ignited, forcing them to make a Dexterity saving throw at the start of their turn or take 1d6 Fire damage.

Sea. When a creature fails its saving throw it becomes a lightning rod until the end of your next turn. Once on your turn, you can deal an additional 2d6 Lighting damage to a lightning rod creature when you hit it with an attack.

Tundra. When a creature fails its saving throw you can choose to make it encrusted in ice, causing it to subtract 3d6 from its next damage roll. You can only have 1 creature encrusted in ice at a time.

 

Level 10: Shielding Storm

You and all creatures of your choice gain Resistance to the damage type of your Storm Aura while within the Emanation.

 

Level 14: Raging Storm

Your Storm Aura is now a 15-foot Emanation and creatures affected by it have their speed halved while within it. The damage dealt by your Storm Aura ignores Resistances and creatures that succeed on their saving throw take half damage. 

 

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