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.

 

Level 3: Farstrike

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

Starting at 9th level, Brutal Critical applies to ranged weapon attacks you make using your Strength.

 

Level 3: 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 30 feet away. Hurled creatures can be no greater than one size larger than you. 

An unwilling creature must succeed on 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 in 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 their reaction to make a melee attack.

At 11th level, hurled creatures can be no greater than two sizes larger than you. At 17th level, you can hurl a creature of any size.

 

Level 6: 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 a bonus action to take the Dash action. Your jump distance is doubled while dashing.

 

Level 10: 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.

Level 14: 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 60 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature takes damage equal to the damage of one of your thrown weapon attacks, and is pushed up to 60 feet towards the end of the line. On a successful save, a creature takes half as much damage and is not pushed. If a creature fails this save by 5 or more, the creature takes 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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