Additionally at the end of your turn, if you amplified your *Storm Aura* you may choose one enemy creature within your aura. That creature makes a Constitution saving throw equal to your Storm Aura’s saving throw DC. On a failure the creature is cloaked in stormy elements and any damage dealt to you by the *Storm Aura* including when you amplified it earlier, is aslo dealt to that chosen creature. As soon as an affected enemy creature ends it's turn outside your *Storm Aura* the stormy elements end on that creature.
#### Raging Storm*
*(14th-level Path Feature)*
The power of the storm you channel grows mightier, and you hit with a mighty fury of an unrelenting nature. The effect is based on the environment you chose for your *Storm Aura*. The first time you hit a creature with a strength based melee attack within your aura you may choose one of two benefits depending on your Aura. If you amplify your *Storm Aura* you may choose both benefits on the next attack you make.
**Desert.**
* Fire swells around the target creature makes a dexterity saving throw on a failure the creature takes fire damage equal to rage bonus + half your barbarian level.
* The clothes and skin of the creature starts to glow hotter and hotter, the target makes a Constitution saving throw on a failure they have disadvantage on attack rolls and ability checks until the end of your next turn.
**Sea.**
* Lightning splits and strikes from your weapon the target creature and another two enemies within your *Storm Aura* take lightning damage equal to your rage bonus.
* The fury of the sea brings your weapon with a wave’s crashing force. The target creature must make a Strength saving throw or be knocked prone.
**Tundra.**
* That target 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.
* Ice breaks their form and hardens your own. Decrease their AC by 1 and increase your AC by 1 until the start of your next turn.
When you amplify you may choose to infuse another storm to channel temporarily. Choose on of the other two storm you don't have active then roll 2d12+6 of that *Storm’s Aura* damage. You may choose to replace any of the attack benefits with that of another *Storm Aura*
#### Primal Path: Totem Warrior Barbarian
#### Totem Spirit*
*(3rd-level Path [Totem] Feature)*
**Bear.** While raging, you have resistance from all attacks except poison and psychic damage. At 14th level you become resistant to all damage except poison and psychic damage while raging. The spirit of the bear makes you tough enough to stand up to any physical punishment.
###### (No Further Changes to the Subclass)
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