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
hit dice:
1D12
hit points at 1st level:
12 + CON modifier
hit points at higher levels:
1D12 + CON modifer (ignoring 1's) per level
armor proficiencies:
Light armor, Medium armor, Shields
weapon proficiencies:
Simple weapons, Martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following Equipment, in addition to the Equipment granted by your background:
(a) a Great axe or (b) any martial melee weapon
(a) two hand axes or (b) any simple weapon
An explorer’s pack and four javelins
spellcasting:
class features:
Rage:
In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.
-While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.
-If you are able to cast Spells, you can't cast them or concentrate on them while raging.
-Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
-Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Danger Sense:
At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Reckless Attack:
Starting at 2nd Level, 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.
Primal Path:
At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.
Ability Score Improvement:
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack:
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Fast Movement:
Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
Feral Instinct:
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
-Additionally, if you are surprised at the Beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Brutal Critical:
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
-This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage:
Starting at 11th level, your rage can keep you Fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
-Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
Persistent Rage:
Beginning at 15th level, your rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.
Indomitable Might:
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion:
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:
Storm Aura:
When you select this path 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 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.
-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 in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
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.
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.
Shielding Storm:
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:
At 14th level, 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 your Barbarian level.
Level | Prof | Features | Rages | Rage Damage |
---|
1 | +2 | Rage, Unarmored Defense | 2 | +2 |
2 | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3 | +2 | Primal Path | 3 | +2 |
4 | +2 | Ability Score Improvement | 3 | +2 |
5 | +3 | Extra Attack, Fast Movement | 3 | +2 |
6 | +3 | Path Feature | 4 | +2 |
7 | +3 | Feral Instinct | 4 | +2 |
8 | +3 | Ability Score Improvement | 4 | +2 |
9 | +4 | Brutal Critical (1) | 4 | +3 |
10 | +4 | Path Feature | 4 | +3 |
11 | +4 | Relentless Rage | 4 | +3 |
12 | +4 | Ability Score Improvement | 5 | +3 |
13 | +5 | Brutal Critical (2) | 5 | +3 |
14 | +5 | Path Feature | 5 | +3 |
15 | +5 | Persistent Rage | 5 | +3 |
16 | +5 | Ability Score Improvement | 5 | +3 |
17 | +6 | Brutal Critical (3) | 6 | +4 |
18 | +6 | Indomitable Might | 6 | +4 |
19 | +6 | Ability Score Improvement | 6 | +4 |
20 | +6 | Primal Champion | Unlimited | +4 |