You can take the Attune task of the Rest action and attune to one environment, each of which has a damage type related to it, choosing from the following: desert (fire), sea (lightning), or tundra (cold). While raging and attuned to to an environment through this feature, you gain an aura (10 feet) called Storm Aura, which increases by 10 feet as a level 6 (20 feet), 10 (30 feet), 14 (40 feet), and 18 (50 feet) barbarian. You can only gain benefits from attuning to one environment at a time through this feature.
While raging and under the effects of your Storm Aura, you can take an action to create an effect related to the environment you are attuned to through your Storm Aura feature within your Storm Aura that lasts until the end of your next turn.
You can take an action to cause a flammable object within the Storm Aura that isn't equipped or carried by a creature to start burning.
You can take an action to summon wind, rainfall, and the faint sounds of thunder.
You can take an action to touch an unoccupied space of 10-foot cube of water and turn it into ice.
You gain the following benefits based on the environment you chose for your Storm Aura.
You gain resistance to fire damage, or immunity as a level 18 barbarian. Moreover, while raging, when a creature takes the Attack action with a ranged weapon against you, the attack roll can't be made with advantage.
You gain resistance to lightning damage, or immunity as a level 18 barbarian. Moreover, while raging, you gain a swimming speed equal to your walking speed and you ignore difficult terrain while submerged.
You gain resistance to cold damage, or immunity as a level 18 barbarian. Moreover, while raging, you gain temporary hit points equal to your Constitution modifier at the start of your turn.
You gain the following benefits based on the environment you chose for your Storm Aura.
When a creature takes the Attack action against you within your Storm Aura and hits, you can take a reaction to cause the creature to make a Dexterity saving throw against your Strength DC. On a failed save, the target takes 2d10 fire damage.
When you take the Attack action against a creature within your Storm Aura and hit, you can take a reaction to cause that creature to make a Strength saving throw against your Strength DC. On a failed save, the creature becomes prone.
When a hostile creature starts its turn within your Storm Aura, you can cause it to make a Strength saving throw against your Strength DC. On a failed save, the target is immobilized until the start of your next turn.
Any hostile creature that takes the Move action within the aura of your Storm Aura feature must make a Constitution saving throw against your Strength DC. On a failed save, the creature becomes your choice of hindered or maimed until the start of its next turn.