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Storm Herald: Difference between revisions

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Mocaris (talk | contribs)
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=== [[StormAura_Desert]] ===
=== [[StormAura_Desert]] ===
{{:StormAura_Desert}}
{{:StormAura_Desert}}
=== [[Storm Aura Sea]] ===
{{:Storm Aura Sea}}


'''Storm Aura - Sea:''' Deal 2d6 Lightning damage (DEX save) to a creature of your choice, and provide Lightning resistance to allies within the radius of 1 tile.


'''Storm Aura - Tundra:''' Grant 4 temporary HP and Cold resistance to creatures of your choice.
'''Storm Aura - Tundra:''' Grant 4 temporary HP and Cold resistance to creatures of your choice.

Revision as of 04:39, 12 March 2026

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.

Class Features

You fight with primal ferocity. At a cost of bonus action, you can enter Rage on your turn. Rage lasts for up to 10 turns, but it ends early if you haven't attacked a hostile creature or taken damage for a since the start of your last turn.

While raging, you get the following benefits:

  • Advantage on Strength saving throws
  • Resistance to Bludgeoning, Piercing, and Slashing damage
  • Bonus damage of +3 when making weapon attacks using Strength

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

When this effect is activated deal 4 Fire damage to all enemies within 1 tile of you, and provide Fire resistance to allies within the same radius.

When this effect is activated deal 2d6 Lightning damage (DEX save) to a creature of your choice, and provide Lightning resistance to allies within the radius of 1 tile.


Storm Aura - Tundra: Grant 4 temporary HP and Cold resistance to creatures of your choice.