Storm Herald | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Storm Herald

Base Changes    

  • Storm Aura buffed (3rd)
    • You can now select which environmental aura you want each time you rage
    • Desert Aura no longer hits allies
    • Sea Aura die is now a d8 instead of a d6
  • Storm Soul changed (6th)
    • The effects are based off the last aura you used
    Storm Sentinel Storm Hawk
    4th Thunder Smash
    • Replaces one attack on your turn
    • Recharge: 5-6
    • You make an attack against each enemy within 10 ft. of you. On a hit, they are knocked prone.
    Lightning Barrage
    • Speed: 1 action
    • One target
    • Range: 60 ft.
    • Recharge: 5-6
    • You whirl your weapon to a blur as the air crackles with energy. Three bolts of lightning shoot out to strike an enemy within range. They must succeed on a Dexterity saving throw or take (3d6 + Constitution modifier) damage and are blinded and dazed until the end of your next turn. On a successful save the damage is halved and the target is neither blinded nor dazed.
    8th Thunderfall
    • Replaces one attack on your turn, or as part of the dash action
    • Recharge: 5-6
    • You make an attack against one target. If the attack hits it is automatically a critical hit. The target is pushed 5 ft. and knocked prone.
    • If this attack is made as part of the dash action the target is instead pushed (5 x Constitution modifier) ft.
    Stirring Storm
    • Speed: 1 bonus action
    • Each ally within your aura can shift up to 15ft. when you use this ability.
    12th Vengeful Storm Rage
    • Passive
    • Modifies your Rage class ability.
    • While you are in this form, any enemy that starts its turn adjacent to you is marked until the end of your next turn. At the start of each of your turns, choose one enemy within 15 ft. of you. They take fire/lightning/cold damage (based on your active aura) equal to 5 + your constitution modifier.
    Swift Storm Rage
    • Passive
    • Modifies your Rage class ability.
    • While you are in this form, your speed increases by 10 ft. and you gain a fly speed equal to half your walking speed. The storm quickly changes form to assail your foes:
      • Desert: As a bonus action, you stir up dust around your foes, one target of your choice within 30ft. must succeed on a Wisdom saving throw or be blind past 15 ft. until the end of your next turn.
      • Sea: The area around you churns with the sea. All squares within 30 ft. of you count as difficult terrain for your enemies
      • Tundra: As a bonus action, you cause ice to grip an enemy of your choice within 30 ft. They must make a Dexterity saving throw or be restrained until the start of your next turn.
    16th Gathering Storm Intonation
    • Replaces one attack on your turn
    • Recharge: 6
    • You make an attack against one target. If the attack hits, it deals an extra 4d6 fire/lightning/cold damage (based on your active aura) and they are inscribed with a glowing symbol
    • Until the end of your next turn, you can activate the symbol as a reaction, dealing an additional 4d6 fire/lightning/cold damage in a 15 ft. radius around the target
    Flash Storm
    • Speed: 1 action
    • One or more targets (read description)
    • Range: 15 ft.
    • Recharge: 5-6
    • Like a raging storm, you move across the battlefield. You can teleport up to 15 ft. and make a single melee weapon attack against an enemy. On a hit, this attack deals (2d10 + Constitution modifier) extra fire/lightning/cold damage (based on your active aura.) If this attack reduces your target's hit point total to 0, you can repeat this attack against a new target.
     
    19th Guardian Storm
    • Replaces one attack on your turn
    • Recharge: 6
    • You make an attack against one target. If the attack hits, it deals an extra 6d6 fire/lightning/cold damage (based on your active aura) and a cage of your current aura's element surrounds them. If the target moves before the end of your next turn, they take an additional 6d6 damage.
    Eye of the Hurricane
    • Speed: 1 action
    • Recharge: long rest
    • You create an area of safety within the storm of battle. Your aura extends to a 30ft. radius. All allies within your aura have all conditions removed from them, and receive 3d10 healing. For the next minute all allies within the aura are immune to the charmed and frightened conditions. Your enemies are vulnerable to the damage type of your current aura.

 


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Aphextf.

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