Best Feats for Storm Herald Barbarian 5e
by Prince Phantom
This might be one of the worst subclasses in 5e strictly from a design standpoint. Our features do so much nothing that it’s tempting to ignore their existence entirely. We’re talking single digit damage, even at level 20, and it takes our bonus action, or minuscule amounts of temporary HP. We get a feature later that encourages our allies to be in our aura, but doesn’t exclude them from the damage of the fire aura.
The weird utility of setting things on fire or freezing water is replaceable by anyone who has cantrips. We can’t even choose between these 3 terrible options at will, we can only switch when we level up. None of the options are good, but I suppose the tundra aura is the best if I had to pick one. Feat selection is going to be pretty standard for us, as none of these auras have any synergy with any feats.
Best Feats for Storm Herald Barbarian 5e
Polearm Master/Great Weapon Master (ASAP): I’m going to level with you, the aura abilities should just be seen as a nice bonus on the turn we rage and nothing more. Activating them later on in combat is just outclassed by Polearm Master’s bonus attack. It’s so much more damage, even at level 20. A couple of temporary HP isn’t better than a bonus action attack in most fights as well. Obviously we take Great Weapon Master as well because we are encouraged to be in melee by these auras. Although, it’s not like it’s that big of an encouragement.
Sentinel (Lv 8): If you are wanting to keep enemies in your aura to deal extra damage to them, Sentinel will help with that. Personally, I’m just taking this for its combination with Polearm Master. Both keeping enemies from attacking us and keeping them from attacking our enemies provides a lot of survivability to the whole party.
Resilient Wisdom (Lv 12): Take this as a PSA to every barbarian player ever. Get this feat. Stop letting yourself get knocked out of every encounter because you failed the save against that Hold Person. It doesn’t matter how big your muscles are if you can’t move them, or even worse, if they are being used against your friends.
Crusher (Lv 16): So you might notice I haven’t given any recommendations for more than one feat at each potential level. Here we encounter the inherent problem with the Barbarian, we cannot live without these feats to such a degree that I cannot in good faith recommend you take anything other than the absolute best options. At this very late point in our character’s life, we can be a bit more flexible. Crusher works great with 2 of our 14th level abilities. One knocks enemies prone, the other reduces their speed to 0 for a turn. Crusher pushing them back 5ft means they are effectively stuck without a target if they don’t have ranged attacks. A lot of enemies at this level won’t be that simply designed, but some will, and this combo will really make their day rough.
Fey Touched (Lv 16): Another means of boosting our Wisdom saves, and Misty Step is a pretty cool thing for a Barbarian to be able to do. I mean, teleporting on the dragon’s back is probably the only way we are contributing to that encounter, so it’s very appreciated. The best part; no one expects the Barbarian to cast Silvery Barbs.
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