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Storm Herald (Rework)

A
ll barbarians harbor a fury within. Their rage Desert. You gain resistance to fire damage, and you don't
grants them superior strength, durability, and suffer the effects of extreme heat, as described in the
speed. Barbarians who follow the Path of the Dungeon Master's Guide. Moreover, as an action, you can
Storm Herald learn to transform that rage into touch a flammable object that isn't being worn or carried by
a mantle of primal magic, which swirls around anyone else and set it on fire.
them. When in a fury, a barbarian of this path Sea. You gain resistance to lightning damage, and you can
taps into the forces of nature to create powerful breathe underwater. You also gain a swimming speed of 30
magical effects. feet.
Storm heralds are typically elite champions who train Tundra. You gain resistance to cold damage, and you don't
alongside druids, rangers, and others sworn to protect suffer the effects of extreme cold, as described in the
nature. Other storm heralds hone their craft in lodges in Dungeon Master's Guide. Moreover, as an action, you can
regions wracked by storms, in the frozen reaches at the touch water and turn a 5-foot cube of it into ice, which melts
world's end, or deep in the hottest deserts. after 1 minute. This action fails if a creature is in the cube.
Storm Aura Shielding Storm
Starting at 3rd level, you emanate a stormy, magical aura At 10th level, you learn to use your mastery of the storm to
while you rage. protect others. Each creature of your choice has the damage
Your aura has an effect that you may activate when you resistance you gained from the Storm Soul feature while the
enter your rage, and you can activate the effect again on each creature is in your Storm Aura.
of your turns without using an action. The effect can't pass
through total cover. Choose desert, sea, or tundra. Your aura's Raging Storm
effect depends on that chosen environment, as detailed At 14th level, the power of the storm you channel grows
below. You can change your environment choice whenever mightier, lashing out at your foes. The effect is based on the
you finish a long rest. environment you chose for your Storm Aura.
If your aura's effects require a saving throw, the DC equals Desert. You have immunity to fire damage. In addition if
8 + your proficiency bonus + your Constitution modifier. you kill a creature with your aura you may immediately
Desert. This aura extends 5 feet from you in every activate your aura again.
direction. When this effect is activated you and all creatures Sea. When a creature fails it's save against your aura, it's
in the aura take fire damage equal to your proficiency bonus pulled up to 15 feet towards you and knocked prone.
+ your rage damage bonus. Tundra. Whenever you activate your aura, instead of
Sea. This aura extends 15 feet from you in every direction. gaining temporary hit points you regain hit points for the
When this effect is activated, you can choose one other same amount if you're below half your maximum hit points.
creature you can see in your aura. 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 damage increases when you reach
certain levels in this class, increasing to 2d6 at 5th level, 3d6
at 10th level, and 4d6 at 15th level.
Tundra. This aura extends 10 feet from you in every
direction. When this effect is activated, each creature of your
choice in your aura gains temporary hit points equal to your
proficiency bonus + your rage damage bonus.
Weapon of the Storm
Also at 3rd level you can apply the storm's wrath to your
blows with your weapon. When you deal damage to a
creature while raging you may choose to change the weapon's
damage type to a type based on the environment of your
Storm Aura
Desert. Fire damage.
Sea. Lightning damage.
Tundra. Cold damage.
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.

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