Path of the Storm Herald (version 2)

by Innil

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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.

Path of the Storm Herald Features
Barbarian Level Feature
3rd Raging Storm
6th Storm Body
10th Storm Soul
14th Fury of the Storm

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. At 14th level, the range of this aura increases to 20 feet.

Your aura has an effect that activates when you enter your rage, and you can activate different storm on each of your turns as a bonus action. You can choose thunderstorm, firestorm, or blizzard, as detailed below.

If any of your effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Thunderstorm. When this effect is activated, you can choose one other creature in your aura that you can see. The target must make a Dexterity saving throw, taking 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 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Firestorm. When this effect is activated, you can choose up to three other creatures in your aura that you can see. The targets must make a Constitution saving throw, taking 1d4 fire damage on a failed save, or half as much damage on a successful one. This die changes as you gain barbarian levels. The die becomes a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

Blizzard. When this effect is activated, you can choose up to three creatures in your aura, including yourself. Those creatures gain temporary hit points equal to your Proficiency bonus + 2, as ice creates a protective layer over their body.

Storm Body

At 6th level, you get used to the harsh condition of the storms. You don't suffer the effects of extreme heat and cold, as described in the Dungeon Master’s Guide. In addition you get swimming speed equal to your walking speed.

Storm Soul

Starting at 10th level, moving through nonmagical difficult terrain costs you no extra movement. Moreover you can attempt to hide even when you are only lightly obscured by natural phenomena like heavy rain, falling snow and mist, and those phenomena don't obscure your vision.

Fury of the Storm

At 14th level, your connection with the storm grows stronger. The range of your aura increases to 20 feet. While you are raging you can channel the storm within you and unleash it on your enemies, as detailed below.

Crushing Wave. 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 or pushed 5 feet away from you, as if struck by a wave.

Blazing Rebuke. When a creature you can see attacks you or one of your allies in your aura, you can use your reaction to impose disadvantage on the attack roll, as the enemy is truck by a wave of heat and ash.

Freezing Gale. When a creature enters your aura for the first time on a turn or starts its turn there you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature's speed is reduced to 10 feet until the start of your next turn, as magical frost surrounds their body.

Path of the Storm Herald | Version 2.1
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