Skip to content

Path of the Storm Herald

Typical barbarians harbor a fury that dwells within them — a storm that can never fully be contained. Storm heralds are barbarians who learn to transform that inner fury into a mantle of primal magic, which swirls around them. When in a rage, a storm herald creates a storm aura that radiates from them, dealing damage or bolstering their allies, depending on the type of storm they have chosen.

Path of the Storm Herald Table:

Level Subclass Features Gained
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm

Subclass Features

Storm Aura

3rd-level Path of the Storm Herald feature

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.

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 choice determines the aura's effect.

You can change your storm type whenever you finish a long rest.

Desert. When this effect is activated, all other creatures in your aura take \(1d6\) fire damage each. The damage increases when you reach certain levels in this class, increasing to \(2d6\) at 10th level and \(3d6\) at 15th 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 against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target takes \(1d6\) lightning damage. The damage increases when you reach certain levels in this class, increasing to \(2d6\) at 10th level and \(3d6\) at 15th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains \(2\) temporary hit points, as icy spirits protect them. This amount increases when you reach certain levels in this class, increasing to \(3\) temporary hit points at 10th level and \(4\) temporary hit points at 15th level.

Storm Soul

6th-level Path of the Storm Herald feature

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the storm type 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 of 30 feet.

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. This action fails if a creature is in the cube.

Shielding Storm

10th-level Path of the Storm Herald feature

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.

Raging Storm

14th-level Path of the Storm Herald feature

At 14th level, the power of the storm you channel intensifies, sending your foes stumbling away from you. The effect is based on the storm type you chose for your Storm Aura.

Desert. 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 half your barbarian level.

Sea. 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, as if struck by a wave.

Tundra. 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 until the start of your next turn, as magical ice temporarily forms around its feet.