Base Class: Barbarian
Barbarians that follow the Path of the Windbreaker command the flow of the wind around them, bending it into a fine tool to be used against their foes. Windbreakers forgo their rage and anger towards the world in exchange for practicing a deep sense of control and harmony within their bodies, expending this harmony as a raging storm to cleave a path forward.
"The man who shows wrath and rage is not one to fear on the field. It is the man who shows none whom you shall not belittle."
Level 3: Zephyr Waltz
You've begun your journey on learning to command the flow of the winds. While raging, you gain the following benefits:
Air Ride. With each step, a gust carries you ever forward. Your walking speed is increased by 10 feet.
Cleaving Strikes. With each swing of your weapon, you cleave forward a gale to render your foes. Your melee range is extended by 5 feet.
The bonus movement speed and melee range are increased by 5 respectively at 6th level, 10th level, and 14th level.
Level 6: Roaring Gale
Your mastery of the winds is advancing. Immediately after hitting a creature with an opportunity attack, you can expend a Rage charge and replace the damage dealt with the attack with a gust of grasping wind to try and immobilize the target. The creature must succeed on a Strength saving throw against your spell save DC or have the Restrained condition. While a creature is restrained in this way, it is raised 5 feet from the ground. On each of your turns, you can recall the winds from the target creature (no action required), dealing damage equal to a number of d6's equal to your Proficiency Bonus.
The creature is restrained for 1 minute, or until it succeeds on a Strength saving throw to escape the grasp.
Level 3: Gale Stride
You coalesce winds around you to avoid injury. As a reaction, you can consume a Rage charge and call upon the winds to right you onto your feet, preventing any damage that would be taken from falling, or negating any effect that would result in you having the Prone condition.
Level 10: Quick Gust
You can replace one of the attacks on your turn with your Roaring Gale feature.
Level 10: Wind Wall
Your mastery of the winds further improves. While raging, you gain the following new benefits:
Aura of Deflection. You emit an aura of roaring winds around you in a 20 foot radius. While within this aura, you and your allies gain resistance to Cold damage. As well, any projectile fired that travels through the aura has its damage reduced by 1 dice size (ex. a projectile dealing d12 damage is reduced to d10 damage), down to a minimum of a d4 of damage. When you activate your rage, you may choose up to 5 creatures to be unaffected by this.
Level 14: Master of Currents
You've mastered your command on the winds around you. You immediately gain the following benefits:
Improved Wind Wall. Your Wind Wall aura radius increases to 40 feet. As well, non-magical projectiles that are reduced to a d6 damage die fizzle and fall to the ground, dealing no damage.
Updraft. While Raging, you gain a flying speed of 30 feet and can hover.
Improved Roaring Gale. A creature affected by your Roaring Gale feature takes 2d8 bludgeoning damage on each of its turns. As well, when you release a creature, the damage is increased to a number of d8's equal to your Proficiency Bonus.
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