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Barbarians that follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

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**This mod was created as a commission, and I am posting it here with permission (and endorsement of) the commissioner.**

This is a slightly homebrewed version of the 5e Barbarian Subclass Path of the Storm Herald. The primary differences and notes are:
-Features squished a bit for BG3, from 3,6,10,14 to 3,6,9,12
-Renames of the storm effects from "Desert", "Sea", and "Tundra" to "Firestorm", "Thunderstorm", and "Snowstorm"
-Storm Aura Elements are able to be chosen after Long Rests, rather than on Levelling Up.
-The level 6 Storm Soul feature in 5e has things that aren't relevant for BG3 like underwater breathing, so some of those features are modified, replaced, or removed entirely.
-The level 12(14 in 5e) damage is flat rather than part of your barbarian level.

Raging Storm
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10m from you to creatures (enemies) in your line of sight. 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 Firestorm, Thunderstorm, or Snowstorm. Your aura's effect depends on that chosen storm, as detailed below. You can change your storm once per long rest. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
  • Firestorm - When this effect is activated, hostile creatures in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 6th level, 3d4 at 9th level, 4d4 at the 12th level.
  • Thunderstorm - 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 takes 1d8 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 2d8 at 6th level, 3d8 at 9th level, and 4d8 at 12th level.
  • Snowstorm - When this effect is activated, you and allies 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 2d4 at 6th level, 3d4 at 9th level, 4d4 at 12th level.

Storm Soul
At 6th level, the storm grants you benefits even when your rage isn't active. The benefits are based on the storm type chosen for your Raging Storm:
  • Firestorm - You gain resistance to fire damage. Your weapon becomes Everburning. Moreover, as an action, you can ignite a flammable object within 30m that isn't being worn or carried by anyone else and set it on fire.
  • Thunderstorm - You gain resistance to lightning damage. Whenever you use the throw action to deal damage to a creature, deal an additional 1d10 lightning damage and your weapon returns to your hand automatically. Moreover, as an  action, you can cast Create or Destroy Water at will.
  • Snowstorm - You gain resistance to cold damage. Gain Heavy armor proficiency, Heavy armor no longer impedes your Rage. Moreover you gain the spell Howling Blast as an action which can also be used while Raging. The creature must succeed on a Constitution saving throw. If failed, takes 2d4 cold damage and is stunned for 1 turn. It takes half as much and is not stunned on a successful save.

Shielding Storm
At 9th level, you learn to use your mastery of the storm to protect others. Allies within 10m also have the damage resistance you gained from the Storm Soul Feature.

Fury of the Storm
At 12th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the Storm you chose for your Raging Storm.
  • Firestorm - 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 4d8 fire damage or half as much on a successful save.
  • Thunderstorm - 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 takes 4d4 lightning damage and is knocked prone or half as much on a successful one and not knocked down.
  • Snowstorm - Whenever the effect of your Raging Storm is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw. If failed, takes 4d6 cold damage and its movement speed is reduced to 0 for the turn or half as much on a successful one and speed is not reduced.


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