Barbarian: Difference between revisions

67 bytes removed ,  02:41, 19 November 2022
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==== Storm Aura ====
==== Storm Aura ====
''3rd Level Path of Storm Heralds Feature''<br>
''3rd Level Path of Storm Heralds Feature''<br>
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
You emanate a stormy, Magical aura while you Rage. The aura extends 10ft from you in every direction, but not through Total Cover.<br>
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 gain a level in this class.<br>
When you finish a Long Rest or enter a Rage, choose one of the following environments of your choice, gaining its benefits. This choice lasts until you finish a Long Rest or enter a Rage.<br>
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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 of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.
*'''Desert.''' When this effect is activated, all other creatures of your choice in your aura take 1d4 Fire Damage. The Damage increases when you reach certain Levels in this class, increasing to 1d6 at 5th Level, 1d8 at 10th Level, 1d10 at 15th Level, and 1d12 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 cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 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 cannot take Bonus Actions until the start of your next turn and takes 1d6 Lightning Damage on a failed Save and half as much damage on a successful one and can take Bonus Actions. This Damage increases when you reach certain Levels in this class, increasing to 2d6 at 10th Level, 3d6 at 15th Level, and 4d6 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 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 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 harden it against suffering. The Temporary Hit Points increase when you reach certain Levels in this class, increasing to 1d6 at 5th Level, 1d8 at 10th Level, 1d10 at 15th Level, and 1d12 at 20th Level.
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''6th Level Path of Storm Heralds Feature''<br>
''6th Level Path of Storm Heralds Feature''<br>
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.
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. 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.
*'''Desert.''' You gain Resistance to Fire Damage, and you don’t suffer the effects of Extreme Heat. Additionally, 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, or increase your swimming speed by 10ft if you already have one.
*'''Sea.''' You gain Resistance to Lightning Damage, and you can breathe underwater. You also gain a Swimming Speed equal to your Walking Speed, or, if you already have a Swimming Speed, it increases by 10ft or to be equal to your Walking Speed, whichever is greater.
*'''Tundra.''' You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. 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.
*'''Tundra.''' You gain Resistance to Cold Damage, and you don’t suffer the effects of Extreme Cold. Moreover, as an Action, you can touch water and turn a 5ft Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.
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==== Shielding Storm ====
==== Shielding Storm ====
''10th Level Path of Storm Heralds Feature''<br>
''10th Level Path of Storm Heralds Feature''<br>
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.
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from your Storm Soul while the creature is in your Storm Aura.
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''14th Level Path of Storm Heralds Feature''<br>
''14th Level Path of Storm Heralds Feature''<br>
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.
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.''' 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.
*'''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.
*'''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 frost covers it.
*'''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 Constitution Saving Throw, or its Speed is reduced to 0 until the start of your next turn, as magical frost covers it.
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