Barbarian
Base Class: Barbarian

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who become Heralds of Disaster learn to transform that rage into a mantle of Abyssal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of Chaos to create powerful magical effects.

Heralds of Disaster are typically elite champions who train alongside Demon Lords, Balors, and other powerful beings. Other Heralds hone their craft in castles in regions of the Abyss wracked by energy storms, in the frozen reaches at the bottom of the Abyss, or deep in the hottest deserts in the folds of the Abyssal Plains.

Chaos Rampage

Your entire being is overflowing with the chaotic energy of the Abyss. As you attack foes all over the battlefield, you no longer need to move. Your body simply appears where you will it, in the perfect place to decimate any opponents.

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. 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 desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment 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.

Desert

When this effect is activated, all other creatures in your aura take 2 fire 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.

Sea

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.

Tundra

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy 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.

Chaotic Dash

The rampaging energy of the Abyss is yours to command. You move with the speed of Chaos, your body vanishing and reappearing in an instant as you move around the battlefield like a thought.

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.

Desert

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.

Sea

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 wave.

Tundra

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

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