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5e Path of the Stormbringer - Barbarian Subclasses
About This Mod
This mod officially supports the transition to the 20th level with expansion. Other similar fashions are likely to work, but I don't test them.
In order to get the best experience from the table barbarian in BG3, I strongly recommend that you also use a mod that correctly implements Reckless Attack. Recommend mine.
The Way of the Storm Herald
Typical barbarians are furious. Their rage gives them superior strength, durability, and speed. The Barbarians on the Path of the Herald learn to turn their rage into a mantle of primitive magic that swirls around them. In fury, the barbarian of this path turns to nature to create powerful magical effects.
Storm Heralds are typically elite champions who train alongside druids, rangers, and others who have vowed to protect nature. Other storm messengers hone their skills in elite lodges based in storm-ridden regions, in frozen expanses at the edge of the world, or deep in the hottest deserts.
Source: Xanathar-wide travel guide
Shbravaya
auraWhen you choose this path at 3rd level, you radiate a tumultuous, magical aura during your rage. The aura extends 10 feet from you in all directions, but not through the full cover.
Your aura has an effect that is activated when you go into your rage, and you can activate that effect again on each of your moves as a bonus action. Choose desert, sea or tundra. The effect of your aura depends on your chosen environment, as described below. You can change your environment selection every time you get a level in this class.If
The effects of your aura require a saving throw, the DC is equal to 8 + your skill bonus + your physique modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 damage from fire. Damage increases when you reach certain levels in this class, increasing to 3rd level at 5th level, 4th level at 10th level, 5th level at 15th level, and 6th level at 20th level.
The Sea. When this effect is activated, you can select another creature that you can see in your aura. The target must make a Dexterity save. Target takes 1d6 damage from lightning on failed saving, or half the damage on successful saving. Damage increases when you reach certain levels in this class, increasing to 2d6 at level 10, 3d6 at level 15, and 4d6 at level 20.
Tundra. When this effect is activated, each creature of your choice in your aura receives 2 temporary health points, as the icy spirits teach it to suffer. Temporary health points increase 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.
IMPLEMENTATION: Rules as written. If you want to activate a free lightning attack, if you want to activate a free lightning attack, target the enemy within range, otherwise choose to target yourself.
KNOWN PROBLEMS: BG3 will not allow you to use LevelMapValue after level 12, so the scaled values are specified statically in TooltipWarning instead of dynamically in the normal Tooltip region.
Soul
StormAt 6th level, Storm gives you advantages even when your aura is inactive. Benefits depend on the environment you chose for your aura Storm.
Desert. You gain fire resistance and do not 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 no one else wears or wears and set it on fire.
The Sea. You gain lightning resistance and can breathe underwater. You also get a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage and do not suffer from extreme cold effects as described in the Dungeon Master's Guide. What's more, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts in 1 minute. This action will fail if the cube contains a creature.
IMPLEMENTATION: Modified for BG3. The desert offers damage resistance and immunity to Fire, and the touch spell can target an object to burn it, or itself to set your weapon on fire (using the fire-dipping mechanics). The sea will provide resistance to damage and immunity to shock, as well as increase your speed of movement on water surfaces. Tundra offers damage resistance, and the touch spell will freeze a wet surface 5 feet high on the ground.
Storm Shield
At 10th level, you learn to use your storm control skills to protect others. Each creature of your choice has resistance to the damage you take from the Storm Soul feature while the creature is in your Storm Aura.
IMPLEMENTATION: Rules as written.
Raging Storm
At 14th level, the force of the storm you are directing becomes more powerful, hitting your enemies. The effect depends on the environment you have chosen for your aura of storms.
Desert. Once the creature in your aura hits you with an attack, you can use your reaction to get that creature to make a Dexterity save. Failure to save causes the creature to take fire damage equal to half of your Barbarian level.
The Sea. When you attack a creature in your aura, you can use your reaction to force that creature to make a Force save. In a failed rescue, the creature is trapped in the leg, as if struck by a wave.
Tundra. Each time the effect of your aura storm is activated, you can select one creature that you can see in the aura. This creature must successfully make a Strength save, or its speed drops to 0 until the beginning of your next turn as it is covered in magical frost.
IMPLEMENTATION: Rules as written. For the Tundra effect, you will receive a temporary spell that must be used immediately after Rage and must target a creature that was within your aura's radius during Rage. If you take any other action or move before you play this ability, it will disappear (because it is associated with the initial action of Rage).
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