Improved Storm Herald

by CoffeeSorcerer69

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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 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 take a a short or long rest.

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 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 4d4 at 10th level, 6d4 at 15th level, and 8d4 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 2d6 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, 4d6 at 15th level, and 8d6 at 20th level.


Tundra. When this effect is activated, each creature of your choice in your aura gains 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, 4d4 at 10th level, 6d4 at 15th level, and 8d4 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 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 equal to your movement speed, and you ignore any drawbacks caused by a deep underwater environment.


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.

Storm Aegis

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.

In addition, your attacks are considered magical for the purposes of overcoming resistance. While in your Storm Aura, once per turn, your attacks can cause a special effect when you strike a target.


Desert. You deal additional 3d4 fire damage, burning away or melting nonmagical equipment in the spot your strike.


Sea. Any hostile creature within 15 feet of your target when you land a hit, takes 1d12 lightning damage.


Tundra. When you land a hit, you can reduce your targets movement speed by half until the start of your next turn.

Raging Storm

At 14th level, you and 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. You gain immunity to fire damage, and 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 twice Barbarian level.


Sea. You gain immunity to lightning damage, and when you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature is knocked prone and paralyzed for 2 rounds taking lightning damage equal to your Barbarian level, as if struck by a bolt of lightning or an electrified wave.


Tundra. You gain immunity to cold damage, and 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 and the creature take cold damage equal to your Barbarian level until the start of your next turn, as magical frost covers it.

 

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