Base Class: Barbarian
This class is designed for the Rhythm of the Warsong campaign setting.
Ever since the first tribes walked the deserts of Southern Brocheran, they did so in reverence to the sand. For as long as the eye could see, there was nothing but sand, whether it be dunes, flats, or oases. Despite the nothingness, the people of the sand flourished into the great kingdoms of the Sands of Ulur. And of those people, none are more respected by natives and feared by foreigners than the elite Dunestriders: warriors of the desert who have mastery of the sand, both in travel and combat. And of the venerable Dunestriders, none were as deadly and proficient as the barbarians who walked the path of sand, known as Dunestrider Scorpions in the Ulurish militia. Utilizing fierce sandstorms and elegant movement, akin to sand in the wind, these barbarians are as fierce as they are coarse, as they protect their home from invaders upon the sands, striking fear into all who doubt the power of the sands.
Raging Sandstorm
Starting when you choose this path at 3rd level, you become able to magically manipulate the sand around you when you enter a rage, creating a great sandstorm to utilize against your foes. When you rage, you can choose to activate your sandstorm, which will summon rotating sands around you in a 5-foot radius, but does not penetrate through solid objects. Your sandstorm lasts until your rage ends.
When you initially activate your sandstorm, it will briefly erupt in a violent, rotating Sand Burst. All creatures within the radius of your sandstorm must succeed on a Consitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take 1d10 magical slashing damage and become blinded until the end of their next turn. On a success, a creature takes half damage and is not blinded.
After the initial activation, a Sand Burst can be triggered again the first time you score a critical hit on a melee weapon attack on a turn (subsequent critical hits do not trigger additional Sand Bursts), or whenever you reduce a creature in your sandstorm's radius to 0 Hit Points (regardless if you already triggered a Sand Burst that turn). Later features you gain from this path can also trigger a Sand Burst. The damage that a Sand Burst deals increases when you reach certain levels in this class, increasing to 2d10 at 6th level, and to 3d10 at 14th level.
Additionally, you can cause your sandstorm to lash out at enemies within it. Once per turn, as a bonus action when your sandstorm is active, you can deal magical slashing damage to one creature within your sandstorm's radius equal to your Constitution modifier. This action is known as Sand Buffet.
Sand Rush
At 6th level, you learn how to utilize your sandstorm in a new way that allows you to slide around the battlefield as if you were nimble as sand in the wind. As an action on your turn when your sandstorm is active, you can begin a Sand Rush. You gain the benefits of the Dash and Disengage actions as you shape your sandstorm under your feet, beginning to surf on it. Until the end of your turn, when you move at least 20 feet in a straight line towards a creature, upon reaching them you can make one melee weapon attack against that creature. This attack is made with advantage and regardless of the outcome of the attack, after it is finished, you trigger a Sand Burst and the effects of Sand Rush dissipate.
You can only use this feature once per rage.
Vigilant Storm
Starting at 10th level, you become more proficient in controlling your sandstorm and how it attacks your foes. Whenever a creature enters the radius of your sandstorm for the first time on its turn or starts its turn there, you can deal damage to it with your Sand Buffet.
Note: Remember you can only use Sand Buffet once per turn.
Daamir's Fury
At 14th level, you become able to tap into the fury of Daamir, first Emperor of Ulur and first Sultan of the High Sands, in order to unleash a devastating flurry of attacks. As an action on your turn, while your sandstorm is active, you cause the storm to rotate faster and farther than normal, wrapping around your weapons and surroundings, extending the radius of your sandstorm and the reach of your melee weapon attacks to 10 feet. Then, target one creature within your sandstorm's radius. Make three melee weapon attacks against them, and regardless of the outcomes of these attacks, after every attack, a Sand Burst is triggered. After the final Sand Burst, or once the targeted creature is reduced to 0 Hit Points, your sandstorm returns to normal, you lose the benefits of this action, your rage ends, and you suffer one level of exhaustion.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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6/23/2020 12:07:48 AM
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1.0
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6/29/2020 3:02:41 AM
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32
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7/17/2020 9:18:04 PM
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40
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1.2
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Coming Soon
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7/17/2020 9:18:53 PM
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33
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1.2.1
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Coming Soon
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