Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Farstriker seem to be everywhere at once. These instinctive warriors wrap themselves in the primal power of the wind to fill the battlefield with their rage.

Such a barbarian might have cloud giant, storm giant, or djinn blood in their veins. They might come from a part of the world where the boundaries between magic and nature are thin, or they may unknowingly tap into elemental magic to command the air itself in their fury. Consider your barbarian’s relationship to the natural world, and how they see the origin of their power.

Farstrike

At 3rd level, you master the technique of flinging weapons at your attackers. You treat any melee weapon you are holding as if they have the Thrown property with a range of 20/60. If the weapon already had the Thrown property, the short and long range are doubled. You can draw a weapon that had the Thrown property as part of the attack you make with the weapon. 

When you make a ranged weapon attack using your strength while raging, you can add your Rage Damage bonus to the damage roll. 

Raging Catapult

At 3rd level, you become adept at hurling creatures around the battlefield, whether to harm enemies or reposition allies.Once per turn, while you are raging, instead of making a weapon attack, you can hurl a creature within reach up to 30ft away. Hurled creatures can be no greater than one size larger than you. 

An unwilling creature must succeed a Strength saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or be hurled and fall prone, and take bludgeoning damage equal to 1d6 + your Strength modifier + your Rage Damage bonus. Hurling a creature this way counts as having attacked a hostile creature for the purpose of maintaining your Rage.

After you hurl a friendly creature with this feature, immediately upon landing the creature can use its reaction to make a melee attack. 

 

At 17th level you can hurl creature twice your size. 

Wild Rush

Starting at 6th level, you fill the battlefield with your rushing fury. After you make a Thrown weapon attack or use your Raging Catapult feature, you can use your bonus action to take the Dash action. Your jump distance is doubled while dashing.

Boomerang Arc

At 10th level, you have learned to guide your weapon’s flight with the wind by your side. When you make an attack with a Thrown weapon, you can choose for the weapon to return to your hand after the attack is made. 

Tornadic Throw

Starting at 14th level, your thrown weapons summon the terrifying power of the wind at its full force in their wake.

While you are raging you can use your action to throw your weapon, creating a line 60ft long and 5ft wide out from you in a direction you choose. Each creator in the line must make a Dexterity saving throw. On a failed save, a creature takes damage equal to the damage of one of your Thrown weapon attacks, and is pushed upto 60ft towards the end of the line. On a successful save, a creature takes half the damage and is not pushed. If a creature fails this save by 5 or more, the creature take additional damage equal to the damage dealt by your Brutal Critical feature. Dealing damage to a hostile creature with this feature counts as having attacked a hostile creature for the purpose of maintaining your Rage.

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