Barbarian
Base Class: Barbarian

Tempest are violent windy storms with incredible destructive power. Some warriors are able to harness this power through their fury in battle. Barbarians favored by wind gods or spirits can be blessed with the ability to descend upon their foes with the speed and force of a storm. They become a whirlwind of metal and fury known as Stormstriders. Those that follow this path rush into battle and overwhelm their enemies with a flurry of blows while also evading their enemies' strikes. They channel their rage into staggering winds that can knock their enemies off their feet. Stormstriders dual wielding prowess enhanced with the power and speed of wind make them unmatched and deadly combatants. Stormstriders are not just riding the storm... they are the storm.

Stormstride

Starting at 3rd level, you can use wind to propel yourself, increasing your speed and agility. Once per turn while raging, if you successfully hit an enemy with a melee attack you can move up to half your speed. This extra movement does not provoke opportunity attacks. 

Your jump height and distance are also doubled.

Two-Weapon Savagery

At 3rd level you adopt the two-weapon fighting style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

Tempest Strike

At 6th level, your mighty blows can create powerful gusts of air to strike your enemies from afar. As an action while raging, you can make a ranged weapon attack at one or two targets. On hit, the target takes 2d8 bludgeoning damage and must make a Strength saving throw. On a failed save the target is knocked back 10 feet. 

The Strength saving throw is DC 8 + Barbarian’s Strength modifier + Rage modifier. 

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest. 

Also your weapons are shrouded in a swirling wind. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Two-Weapon Mastery

At 10th level you can make a flurry of attacks against your enemies. When you use a bonus action to engage in Two-Weapon Fighting, you can make two attacks with that weapon as part of the same bonus action, instead of one.

Also when using your reaction to make an opportunity attack, you can attack with both weapons you are wielding instead of just one.

Furious Winds

At 14th level your Rage can be unleashed into a tornado of destructive force. As an action, you can end your Rage early, forcing each creature within a 40 foot radius of you to make a Strength saving throw of DC 10 + Strength modifier + Rage modifier. Targets take 5d10 bludgeoning damage and are knocked back 20 feet on a failed save. On a successful save they take half damage and are not knocked back. Huge or smaller creatures have disadvantage on this save. 

Death From Above

At 14th level you are as swift as the wind itself.

Your Stormstride speed has increased to half your movement speed plus 10. You may also fly when using Stormstrider movement. When your turn ends, you fall if still aloft, unless you can stop the fall.

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