Barbarian
Base Class: Barbarian

Whether tempered in the heart of a volcanic storm, taught by rune-smiths who bent lightning to their anvils, or marked by ancient forge-spirits, these barbarians do not merely endure the elements—they become the furnace that shapes them. StormForge carry the storm within as a force to be hammered, honed, and unleashed.

When a StormForge rages, that inner forge roars to life. Elemental power pours from them like molten energy escaping the cracks of an overcharged anvil—flaring into searing heat, crackling arcs of stormsteel lightning, or frost as sharp as quenched iron. As their mastery grows, they learn to channel this living tempest with greater precision, empowering their allies as though tempering them in the same forge, battering their foes with elemental force, and reshaping the very battlefield as if striking the world upon their own personal anvil.

Level 3: StormForge Aura

When you choose this path at 3rd level, you awaken the elemental forge within you, allowing its power to spill outward whenever you rage. This inner storm takes one of three Forge Aspects—Emberforge, Thunderforge, or Frostforge—and your choice determines the nature of the aura you manifest.

Your aura extends 10 feet from you in every direction but not through total cover, and it activates whenever you enter a Rage. While raging, the aura persists until your Rage ends. You may activate the Aura Effect once per turn as a Bonus Action.

You can change your Forge Aspect type whenever you finish a long rest.

EmberForge

When you activate this effect, roll a number of d4s equal to your Rage Damage bonus and total the result. Each creature of your choice in your aura must make a Dexterity saving throw, taking fire damage equal to the total rolled on a failed save, or half as much on a success.

Heat ripples from your body like air above a blazing forge, and embers swirl in molten currents that distort sight within your aura. While this aura is active, the area within your aura is considered lightly obscured for creatures other than you resulting in disadvantage on Perception checks relying on sight.

ThunderForge

When you activate this effect, roll a number of d6s equal to your Rage Damage bonus and total the result. You then hurl a bolt of lightning at one creature you can see within your aura. The target must make a Dexterity saving throw, taking lightning damage equal to the total rolled on a failed save, or half as much on a success.

Your aura hums with crackling stormsteel energy, sending out rippling shockwaves and pressure bursts like distant hammerstrikes in a sky-forge. While this aura is active, creatures other than you in the aura have disadvantage on Perception checks that rely on hearing.

FrostForge

When you activate this effect, roll a number of d4s equal to your Rage Damage bonus and total the result. Each creature of your choice within your aura must make a Constitution saving throw. On a failed save, affected creatures takes cold damage equal to half the total rolled and has disadvantage on the next weapon attack they makes before the start of your next turn. On a successful save, the creature takes no damage and suffers no penalty.

Frost-laden winds spiral around you in sharp, runic patterns, coating the ground in a slick layer of hoarfrost as if quenched upon an anvil of ice; your aura is considered difficult terrain for all creatures other than you until the start of your next turn.

Storm Slash

Starting at 3rd level, you channel the power of your inner forge through your weapon, releasing a wave of elemental force.

When you take the Recklass Attack action, you can replace one of your attacks with Storm Slash (limited to one per turn). When you do so, you make a single melee weapon attack against one creature within your reach as part of the same action. On a hit, the target takes the attack’s normal weapon damage plus elemental damage equal to a number of d6s equal to your Rage Damage bonus.

The damage type matches your chosen Forge Aspect:

  • EmberForge— Fire

  • ThunderForge — Lightning

  • FrostForge — Cold

After resolving the melee attack, a line of elemental energy erupts from the weapon’s arc. The line is 30 feet long and 5 feet wide, extending from you through the initial target. Each creature (including allies) in the line other than the creature you hit with your weapon attack must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes the same elemental damage (a number of d6s equal to your Rage Damage bonus). On a successful save, it takes half as much.

You can use Storm Slash a number of times equal to your Rage Limit. You regain all expended uses when you finish a long rest.

Storm Soul

At the 6th level, your bond with your chosen storm deepens, granting you resilience and environmental adaptations even when you aren’t raging.

You gain resistance to the damage type associated with your current Forge Aspect:

  • EmberForge: Fire

  • ThunderForge: Lightning

  • FrostForge: Cold

You also gain an additional benefit determined by your current Forge Aspect:

EmberForge

You shed dim light in a 10-foot radius. You can tolerate extreme heat, and as a Magic Action, you can touch a flammable object that isn't being worn or carried by anyone else and cause the object to start burning.

ThunderForge

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

FrostForge

Your presence chills the air. As a Magic 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.

Shielding Storm

Shielding Storm
At 10th level, you learn to shape the storm around you so it becomes a refuge for your allies. Your aura shields them from its elemental fury, protects them from the storm’s environmental hazards, and infuses them with additional benefits drawn from your chosen Forge Aspect.

While your Storm Aura is active, you and any creatures of your choice within the aura gain resistance to the damage type associated with your storm:

  • EmberForge: Fire

  • ThunderForge: Lightning

  • FrostForge: Cold

In addition, creatures you choose within your aura are unaffected by the environmental complications created by your StormForge Aura.
This includes:

  • EmberForge They ignore the lightly obscured area.

  • ThunderForge: They ignore hearing impairment and muffled sound.

  • FrostForge: They ignore the difficult terrain created by the icy ground.

Finally, your chosen allies benefit from one of the following Forge Wards, depending on your Storm Aspect:

EmberForge — Forgefire Veil

Your allies move with the reflex of metal drawn fresh from the forge, guided by shimmering heat. Creatures you choose within your aura gain advantage on Dexterity saving throws, as heat shimmer sharpens their reflexes and distorts incoming attacks.

ThunderForge — Stormstride Blessing

Your allies move as though their steps are carried by the hammerwinds of the stormforge. Creatures you choose within your aura gain a +10-foot bonus to their movement speed, carried along by swirling currents and pressure waves.

FrostForge — Runefrost Aegis

Your aura summons quenching frost to harden your allies as though tempered upon a cold anvil. Creatures you choose that start their turn inside your aura gain temporary hit points equal to your Rage Damage bonus, as protective frost spirits harden their resolve.



Raging Storm

At 14th level, the forge-storm within you erupts with overwhelming might, no longer contained by mortal flesh or discipline. Your elemental aura expands to a 20-foot radius, radiating outward like a furnace brought to full roar, a thunderhead breaking open, or a quenchwind sweeping across the battlefield. With this heightened mastery, you can call upon the deepest rites of the Stormforge, unleashing devastating strikes or ironclad control each time your living forge flares.

While your Storm Aura is active, you gain one of the following abilities based on your Forge Aspect:

EmberForge

When a creature within your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
On a failed save, the creature takes fire damage equal to your Barbarian level, or half as much on a success.

ThunderForge

When you hit a creature within your aura with a melee attack, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, you can push the creature up to 10 feet away from you.

FrostForge

When a creature ends its turn within your aura, you can use your reaction to force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s Speed becomes 0 until the end of its next turn, as frost locks its limbs in place.

Path Of The Stormforge Image

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