Barbarian/Path of the Storm Herald

Contents
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Raging Storm
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.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Whenever you finish a long rest, choose firestorm, thunderstorm, or blizzard. Your aura’s effect depends on that chosen storm, as detailed below.
Additionally, you learn a cantrip based on the storm type you choose; Control flames for Firestorm, Gust for Thunderstorm, and Shape Water for Snowstorm. Constitution is your spellcasting ability for these cantrips. You know the cantrip and can cast it until you choose a different storm.
- Firestorm. When this effect is activated, all creatures in your aura other than you take 1d4 fire damage. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
- Thunderstorm. 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 1d8 lightning or thunder damage (your choice) 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 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
- Snowstorm. When this effect is activated, you and each other creature of your choice in your aura gain 1d4 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 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the storm type you chose for your Raging Storm.
- Firestorm. 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.
- Thunderstorm. You gain resistance to lightning or thunder damage (your choice when you select thunderstorm). Moreover, as an action, you can summon wind, rainfall and the faint sounds of thunder in the distance. These effects only occur within a 10ft radius of you, and water from the rainfall vanishes 1 minute after you leave the area.
- Snowstorm. 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 freeze and shape water in a 5-foot cube into ice sculptures, which melt 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 the aura of your Raging Storm.
Fury of the Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the storm type you chose for your Raging Storm
- Firestorm. 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, or half as much damage on a successful one.
- Thunderstorm. 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 takes lightning or thunder damage equal to half your barbarian level and is knocked prone, or half as much damage and not knocked prone on a successful one.
- Snowstorm. 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 Constitution saving throw as magical frost covers it. On a failed save, the creature takes cold damage equal to half your barbarian level and its speed is reduced to 0 until the start of your next turn, or half as much damage and its speed is not reduced on a successful one.
| Barbarian | |
|---|---|
| Subclasses | Path of the Ancestral Guardian · Path of the Battlerager ᴿ · Path of the Beast · Path of the Berserker ᴿ · Path of the Bladestorm ᴴᴮ · Path of the Calamity ᴴᴮ · Path of the Dragon ᴴᴮ · Path of the Glacier ᴴᴮ · Path of the Infernal ᴴᴮ · Path of Instinct ᴴᴮ · Path of the Monster ᴴᴮ · Path of the Slayer ᴴᴮ · Path of the Storm Herald ᴿ · Path of the Totem Warrior ᴿ · Path of the Zealot |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |