Primal Path - Path of the Storm Herald

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. Most storm heralds hone their craft in elite lodges founded in regions wracked by storms in the highest mountains, the coldest tundras, and the cruelest deserts.

Storm of Fury

When you select this path at 3rd level, choose one to attune to one the following options: desert, forest, Khyber, mountain, plains, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage.

You can choose another environment option at 7th level and 13th level. During a long rest you are able to attune to the land around you and change the effect of the aura of your Storm Fury to another option you have chosen. If you have chosen an option that matches the environment you are currently in, you must attune to that option. For example, by 7th level you have chosen to be able to attune to forest and mountain. If you find yourself in the mountain, you must attune to your mountain option. If you find yourself in Khyber, you can attune to either forest or mountain.

While raging, you emanate an aura in a 5 foot radius. The effects of this aura depend on your chosen environment.

  • Desert. A scorching aura of stinging and scalding sand swirls around you. Any enemy that ends it's turn in your aura takes fire damage equal to half your barbarian level.
  • Forest. The forest itself rises up to battle your foes as barbed and venomous vines erupt around you. Any enemy that ends its turn in your aura takes poison damage equal to your half your barbarian level.
  • Khyber. In the deep places of the planes, ancient fiends, aberrations, and worse whisper from their prisons. You tap into the mad energy as a means to fight it, a vortex of psychic energy swirls around of you. Any enemy that ends its turn in your aura takes psychic damage equal to your half your barbarian level.
  • Mountain. From the massive peaks to the jagged volcanic ridges the thunderous voice of the mountain crashes down upon your foes. Any enemy that ends its turn in your aura takes thunder damage equal to your half your barbarian level.
  • Plains. A storm like a tornado swirls around you, booming with the force of the wind. Any enemy that ends its turn in your aura takes thunder damage equal to your half your barbarian level.
  • Sea. A tempestuous aura of wind and rain swirls around you. Any enemy that ends its turn in your aura takes lightning damage equal to your half your barbarian level.
  • Tundra. A blizzard of snow and ice swirls around you. Any enemy that ends its turn in your aura takes cold damage equal to your half your barbarian level.

Additionally, at 3rd level you gain proficiency in one of the following skills: Athletics, Nature, or Survival.

Storm Soul

At 6th level, your link to the power of the storm grants you additional abilities based on the environment you are attuned to.

  • Desert. You gain resistance to fire damage and don't suffer the effects of extreme heat.
  • Forest. You gain resistance to poison damage. You gain the scent ability, allowing you to track foes through smell. As a result you can advantage on Survival checks to track.
  • Khyber. You gain resistance to psychic damage and gain darkvision up to 60 feet. If you already have darkvision the distance is doubled.
  • Mountain. You gain resistance to thunder damage and may use your reaction when you fall to reduce any falling damage you take by an amount equal to two times your barbarian level. Additionally you gain advantage on all Athletics checks made to climb.
  • Plains. You gain resistance to thunder damage and you can ignore the difficult terrain caused by any wind effect or spell.
  • Sea. You gain resistance to lightning damage and can breathe underwater.
  • Tundra. You gain resistance to cold damage and don't suffer the effects of extreme cold.

Power of the Storm

At 10th level, you learn greater control and mastery over your Storm of Fury aura. Your Storm of Fury aura increases to a 10 foot radius. Additionally, while you are raging, allies within your aura gain the resistance effect of your Storm Soul.

Raging Storm

At 14th level, the power of the storm you channel grows mightier. Twice per long rest, you are able to increase the radius of your aura to 20 feet. The effect lasts until your current rage ends. Additionally, your Storm of Fury aura gains more potent effects.

  • Desert. The innumerable grains of sand around you bend to your will and flow over yours foes in blinding sheets. Any enemies who end their turn within your aura must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is blinded until the end of its next turn. Any enemy who is immune to fire is also immune to this effect.
  • Forest. The might of the forest, beasts, and plants answer your will to assault the body of your enemies. Any enemies who end their turn within your aura must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is poisoned until the end of its next turn. Any enemy who is immune to poison is also immune to this effect.
  • Khyber. The insidious voices of madness bore even deeper into the psyche of your foes. Any enemies who end their turn within your aura must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is unable to take reactions until the end of its next turn. Any enemy who is immune to mind influencing abilities is also immune to this effect.
  • Mountain. The rumbling of the mountains answers your call to crack the ground and hurl your foes to their knees. Any enemies who end their turn within your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is knocked prone. Any enemy who is immune to being prone is also immune to this effect.
  • Plains. The force of winds on the plains whip around you to force your enemies from you. Any enemies who end their turn within your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is pushed back from you by 15 feet. Any enemy who is immune to thunder is also immune to this effect.
  • Sea. The cacophonous thunder of your tempest is matched only by the howls of dread coming from your foes. Any enemies who end their turn within your aura must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is deafened until the end of its next turn and must make a concentration check to maintain any current spells. Any enemy who is immune to thunder is also immune to this effect.
  • Tundra. The frigid winds and swirling blizzard claw at the limbs of your foes, seeking to ensnare them deep under the snow. Any enemies who end their turn within your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is restrained until the end of its next turn. Any enemy who is immune to being grappled is also immune to this effect.

Primal Path - Path of the Storm Herald

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