Storm Herald Warden

Harnessing the primal power of the storm, Storm Heralds wield lightning and thunder to disrupt enemies and protect allies with elemental fury.


The Storm Herald wields nature's power, becoming a force of thunder and lightning in battle. This Warden subclass delivers devastating elemental attacks while protecting allies with electrifying barriers, making them a fierce and unpredictable defender.

Storm Herald Warden Features By Level

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Wrath of the Storm
1st Level Feature
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.

The creature takes 2d8 cold, fire, lightning, or thunder (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Aura of the Storm
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Aura of the Storm
3rd Level Feature
As a bonus action on your turn you can activate a storm around yourself. Choose desert, sea, or tundra. This aura lasts for 1 minute, and can be cast a number of times per long rest equal to your proficiency bonus.

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 fire damage equal to your proficiency bonus.

Sea. 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 a number of d6 lightning damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one.

Tundra. When this effect is activated, each creature of your choice in your aura gains a number of temporary hit points equal to your proficiency bonus, as icy spirits inure it to suffering.

The aura extends 10 feet from you in every direction, but not through total cover.
Rending Gale
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Rending Gale
6th Level Feature
When you deal cold, fire, lightning, or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Nature's Cataclysm
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Nature's Cataclysm
10th Level Feature
The power of the storm you channel grows mightier growing to a 15 foot aura, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. For the duration, creatures that hit you with an attack take fire damage equal to your Warden level.

Sea. 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 is knocked prone, as if struck by a wave.

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.
Raging Storm
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Raging Storm
14th Level Feature
You can activate your storm at the start of your turn instead of using a bonus action.
Eye of the Tempest
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Eye of the Tempest
19th Level Feature
You become a living conduit of the storm’s fury, able to unleash its wrath across the battlefield.

While your Wrath of the Storm or Aura of the Storm is active, you can increase its radius up to 120 feet. As a bonus action on your turn, you can reduce the radius to any value between 10 and 120 feet, or dismiss the effect entirely.

When activating Wrath of the Storm or triggering damage from Aura of the Storm, the damage increases to 8d8 of the chosen type. Creatures that succeed on a saving throw take half damage as normal.

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.
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