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View Full Version : D&D 5e/Next Storm Herald buff (PEACH)



Protato
2018-04-07, 01:28 AM
I notice a good amount of players think Storm Herald is weak on forums and the like but I wish to change that here and now. Design notes in parenthesis after the class. The Cliff Storm herald was created by me in another thread a bit ago, but this thread will contain both it and the rest of the revised subclass. if any of these are too powerful, I'll see if there's any way to bring them in line with reader feedback.

Storm Aura
Desert: When this effect is activated, all creatures of your choosing in your aura take 1d8 Fire damage. That damage increases when you reach certain levels in this class, increasing to 1d10 at Level 5, 1d12 at Level 10, 2d6 at Level 15, and 2d8 at Level 20. (Raw, guaranteed damage but of a quite common type.)

Sea: When this effect is activated, you can choose one other creature in your aura. This creature must make Dexterity saving throw or take 1d8 Lightning damage. That damage increases when you reach certain levels in this class, increasing to 2d8 at Level 5, 3d8 at Level 10, 4d8 at Level 15, and 5d8 at Level 20. (Very strong bonus action damage but with the possibility of a failed save negating it all, high risk/high reward.)

Tundra: When this effect is activated, all creatures of your choosing in your aura receive temporary hit points equal to 1d8 + half of your Barbarian level, rounded down. These temporary hit points last as long as your aura is active and as long as the chosen creatures remain in your aura. These temporary hit points increase when you reach certain levels in this class, increasing to 1d10 at Level 5, 1d12 at Level 10, 2d6 at Level 15, and 2d8 at Level 20. (While the temp. HP might be too much, I figure it just takes a good AOE to knock it out, anyway.)

Cliff: When this effect is activated, all other creatures of your choosing in your aura must make a Constitution saving throw as the ground shakes. On a failed save, the target takes 1d4 magical Bludgeoning damage and is knocked prone. On a successful save, creatures take half damage, to a minimum of one point of damage. This damage increases to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. (Inflicting status conditions is powerful, and the damage scales, but it starts slow, scales slowly, and requires a common save.)

Storm Soul (These are kept largely the same but I added some thematic cantrips to give a ranged attack and some utility, mostly for flavor. You can use them while Raging.)
Desert: You gain resistance to fire damage, fire that defeats resistance only deals half 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. You learn the Produce Flame and Control Flames cantrips. Constitution is your casting modifier for these cantrips.

Sea: You gain resistance to lightning damage, lightning that defeats resistance only deals half damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or add 30ft. to your current swimming speed if you already have one. You learn the Lightning Lure and Light cantrips. Constitution is your casting modifier for these cantrips.

Tundra: You gain resistance to cold damage, cold that defeats resistance only deals half damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. You learn the Control Water and Ray of Frost cantrips. Constitution is your casting modifier for these cantrips.

Cliff: You gain resistance to acid damage, acid that defeats resistance only deals half damage, and you gain an extra five feet of speed when moving on rocky or tiled surfaces. You also gain a climbing speed equal to half of your regular movement speed, or add this to your climbing speed if you already have a climbing speed. You learn the Mold Earth and Acid Splash cantrips. Constitution is you casting modifier for these cantrips. (Acid is probably a rather poor resistance type but its not much compared to the movement speed bonuses.)

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. Additionally, your aura range increases to 15ft.

Raging Storm
Desert: As a reaction, immediately after a creature in your aura attacks you, creatures of your choice take 1d10 fire damage. (Guaranteed, but fairly low, damage.)

Sea: As a reaction, before a creature in your aura attacks you, force them to make a Constitution saving throw. On a failed save, the creature falls prone as if struck by a wave. (I figured this ability would be better used defensively rather than offensively).

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. Upon a successful save, their speed is instead halved. (This is the same as in Xan's but with the bonus of halving speed on a successful save. This is a subclass capstone after all, right?)

Cliff: While your aura is active, before a creature takes damage, you may use your reaction to erect a stone wall and in front of the target impose disadvantage on attack rolls. This feature may also be used to halve inflicted damage of a failed save. The wall dissipates after the effect is resolved. (While powerful, it eats a reaction and can only be applied to your allies. However, this feature might be too good as the base Barbarian has no reactions to compete with this feature.)