Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Windstrider embody the untamed and unpredictable force of the wind. Unlike their brethren who rely on sheer brute strength and close-quarters combat, Windstriders channel their rage into fluid, rapid movements, striking with finesse and precision. They move through battle like a gust of wind—swift, elusive, and impossible to pin down. Their bond with the wind allows them to use their Dexterity to fuel their rage, turning them into a whirlwind of destruction, whether from a distance or up close with finesse weapons.

Windstriders are the perfect combination of fury and grace. Their blows land with the force of a tempest, and their evasion techniques make them difficult targets to strike. With each step, they seem to glide effortlessly across the battlefield, bypassing obstacles, and leaving enemies disoriented in their wake. As they grow in strength, they learn to harness the wind to move with impossible speed and precision, evading danger while launching deadly attacks from unexpected angles.

To face a Windstrider in combat is to face the raw, unyielding force of nature itself. They are an ever-moving, unstoppable presence—like the wind that carves through stone over time—using their agility to outmaneuver their foes and deliver devastating strikes when least expected.

Gale-Fueled Rage

Starting at 3rd level, your rage flows like the wind, empowering your Dexterity instead of Strength, replacing the normal raging.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dexterity checks.
  • When you make a ranged weapon attack using Dexterity or a melee weapon attack using a finesse weapon, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Additionally, Indomitable Might now uses dexterity checks and Reckless Attack now applies to any attack you make while raging, using either Dexterity or Strength.

 

Windwalker Charges

At 3rd level, you gain a number of Windwalker Charges equal to your Dexterity modifier (minimum of 1). You regain all expended charges after a long rest. You can use these charges for the following abilities:

  • Swift Gust: As a bonus action, you can expend 1 charge to take the Dash action.
  • Gale's Escape: As a reaction, you can expend 1 charge to make an Acrobatics or Athletics check to escape a grapple.
  • Tempest Shot: As a bonus action, you can expend 1 charge to make an additional ranged weapon attack. This attack does not add your Dexterity modifier to the damage and cannot benefit from Reckless Attack.

Cyclone Reflexes

At 6th level, your movement becomes as unpredictable as a swirling gale. While you are raging, you can add your proficiency bonus to your AC against ranged attacks.

Additionally, when a creature misses you with an attack while you are raging, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.

Unhindered Zephyr

At 10th level, your endless resilience allows you to overcome any obstacle. Choose between Wisdom and Charisma, you gain proficiency in the saving throw of the one you pick.

Additionally, while raging, difficult terrain doesn't cost you extra movement, and you can take the Disengage action as a bonus action without expending a Windwalker Charge.

Storm's Precision

Starting at 14th level, your strikes become as precise and unstoppable as a storm. When you miss an attack, you can choose to add a 1d10 to the attack roll to potentially turn it into a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

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