Path of the Storm Herald
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.
Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends around you a number of feet equal to five times your Rage damage bonus, but not through total cover.
When you enter a rage, you choose the effect of desert, sea, or tundra. Each of these grants a different effect which can be used once on each of your turns.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When you hit a creature with an attack within your aura, you can cause fire to spring forth. Choose a number of creatures up to your Constitution modifier within your aura to take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 4 at 5th level, 6 at 10th level, 8 at 15th level, and 10 at 20th level.
Sea. When you hit a creature with an attack within your aura, you can add 1d6 lightning damage. 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. At the end of your turn, 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.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the most recent environment you chose for your Storm Aura.
Desert. 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 that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. 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. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Moreover, your aura gains an additional effect that is shared by you and your allies within its range.
Desert. Attacks of opportunity made by hostile creatures in your aura are made with disadvantage.
Sea. You and allies within your aura have advantage on saving throws against or ending the effect of being frightened or charmed.
Tundra. When you or an ally in your aura are subjected to an effect that would move you at least 5 feet or give you the prone condition, you or your ally can use a reaction to prevent being moved or knocked prone.
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 most recent environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you or an ally within your aura 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 and deal lightning damage with your Storm Aura, you can cause that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by lightning.
Tundra. When you activate your Storm Aura or when you start your turn with it already active, 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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