C.Bb.S 🧜🏻‍♂️ Barbarian: Path of the Storm Herald - JulTob/DnD GitHub Wiki

“You must have chaos within you to give birth to a dancing star.”
— Friedrich Nietzsche

For most barbarians, rage is an untamed force, a surge of primal fury that grants them unmatched strength, speed, and resilience. But for those who walk the Path of the Storm Herald, rage is something far more profound—a connection to the raw, untamed magic of the elements themselves. These warriors do not merely fight with fury; they become the storm, wielding the might of fire, sea, and ice with every swing of their weapon.

When a Storm Herald enters the battlefield, they do so as an embodiment of nature’s most fearsome aspects. Their rage manifests as a tempest that rages around them, transforming their anger into a mantle of elemental power. Whether trained in sacred groves, frozen tundras, or scorching deserts, these barbarians channel the fury of the natural world, unleashing its wrath upon all who stand in their way.

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.

Source: Xanathar's Guide to Everything

Storm Aura

At 3rd level, when you choose this path, your rage calls forth a stormy, magical aura, a living tempest that surrounds you in battle. This Storm Aura extends 10 feet in every direction, crackling with the primal energy of the environment you have attuned to. Each time you rage, the storm ignites, and with it, the raw power of nature itself. 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.

When your aura’s effects demand a saving throw, it is resolved with the unyielding force of your Constitution: 8 + your proficiency bonus + your Constitution modifier.

Your aura’s effects are determined by the environment you embody: the blistering heat of the desert, the unforgiving chill of the tundra, or the tempestuous might of the sea. As you grow in power, so too does the storm within you, allowing you to change your attunement with each level.

  • Desert.

    • The searing heat of the desert radiates from your aura. When this effect is activated, all other creatures in your aura take 2 fire damage each, their skin blistering under the relentless sun. As you ascend in power, so does the intensity of this heat: 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.

    • The roaring fury of the sea surges through your veins. When this effect is activated, you can choose one other creature you can see in your aura to feel the wrath of a lightning strike. 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 storm’s fury grows stronger as you do: 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.

    • The bitter chill of the tundra envelops you and your allies, shielding them from harm. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, their bodies inured to suffering by the icy spirits you command. 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 within grants you its power even when you are at rest. This Storm Soul infuses your being, aligning your essence with the environment you have chosen, allowing you to draw upon its strength even when your aura lies dormant.

  • Desert.

    • The unrelenting heat of the desert flows through you. 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, setting them ablaze with the fury of the desert sun.

  • Sea.

    • The boundless depths of the sea become your domain. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

  • Tundra.

    • The icy grasp of the tundra fortifies you. 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

By the time you reach 10th level, your mastery of the storm has grown to the point where you can extend its protection to your allies. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. Your power becomes a shield, not just for yourself, but for those who fight alongside you.

Raging Storm

At 14th level, the tempest within you becomes a force of nature, lashing out at your foes with relentless fury. Your Raging Storm transforms the very battlefield, turning the tide of combat with the power of the elements.

  • Desert.

    • The fiery wrath of the desert strikes back against those who dare to harm you. 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 your Barbarian level.
  • Sea.

    • The crushing force of the sea knocks your enemies to their knees. 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.

    • The relentless cold of the tundra freezes your enemies in their tracks. 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.