Base Class: Barbarian
Barbarians who follow the Path of the Cloud Chaser embody the boundless freedom of the wind, blending primal rage with the precision and grace of a master archer. These warriors are said to channel the of lost teachings of the Four Strides of the Wind God, an ancient movement technique taught long ago. It is said that if one were to learn all the teachings of the ancient technique; that just four steps would be enough to walk all over the world. The technique allows them to move with supernatural speed, leap across vast distances, and strike with arrows charged with mystical energy. Legends say that the greatest Cloud Chasers can run on air, their movements leaving only the faintest trace of their passing like a whisper of wind in the storm.
Unlike other barbarians who favor close-quarters combat, Cloud Chasers embrace the bow as their weapon of choice. They turn battlefields into their playground, raining death from a distance while darting through enemy lines like a storm in motion. With each step, they master the art of evading attacks and firing enchanted arrows that warp reality itself. As they grow in power, their connection to the wind deepens, allowing them to defy gravity and tear through enemies with the force of nature itself.
To walk the Path of the Cloud Chaser is to be untouchable, unstoppable, and unpredictable—striking with the fury of a storm and moving like the clouds above.
Mystic Shot
3rd-level Path of the Cloud Chaser feature
At 3rd level, you unlock the secrets of the Wind God’s ancient martial techniques, learning to infuse your arrows with mystical energy. Once per turn, when you make an attack with a shortbow or longbow as part of the Attack action, you can empower your shot with one of your Mystic Shot options. You decide to use the option when the arrow hits a creature, unless the effect doesn’t require an attack roll.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
At 3rd level, you learn two Mystic Shot options, and you learn additional options of your choice at 6th, 10th, and 14th level. Each time you learn new mystic shots, you can also replace one mystic shot you know with a different one. The damage of each option increases to 3d6 at 7th level, and 4d6 at 14th level.
Mystic Shot Options
The Mystic Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with different of the schools of magic.
If an option requires a saving throw, your Mystic Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 7th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Blinding Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 3d6 at 7th level and 4d6 at 14th level.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 3d6 at 10th level and 4d6 at 14th level.
Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 3d6 at 7th level and 4d6 at 14th level.
Phantom Arrow
When this arrow hits a creature, it partially phases into the Ethereal Plane. The target must make a Wisdom saving throw. On a failed save, they take 2d6 psychic damage and are frightened of you for 1 minute. While frightened in this way, the target sees illusions of themselves being endlessly struck by phantom arrows. They can repeat the save at the end of each of their turns, ending the effect on a success.
The psychic damage increases to 3d6 at 7th level and 4d6 at 14th level.
Plummeting Arrow
You bend the force of gravity around your arrow, increasing its weight exponentially. When this arrow hits, the target must make a Strength saving throw. On a failed save, they are knocked prone and their movement speed is reduced to 0 until the end of your next turn. Additionally, all creatures within 10 feet of the target must make a Dexterity saving throw or take 2d6 bludgeoning damage from the gravitational shockwave.
The bludgeoning damage increases to 3d6 at 7th level and 4d6 at 14th level.
Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, deals an extra 2d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 3d6 at 7th level and 4d6 at 14th level.
Soulbound Arrow
When this arrow hits a creature, their soul is bound to yours for the next minute. While bound, any damage you take is also dealt to the target, and any healing you receive is mirrored onto the target. The creature must make a Charisma saving throw to resist this bond, taking 2d6 psychic damage on a failed save. On a success, they resist the bond.
The psychic damage increases to 3d6 at 7th level and 4d6 at 14th level.
Vanishing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 150 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage as if they were struck by the arrow. On a successful save, a target takes half as much damage.
The force damage increases to 3d6 at 7th level and 4d6 at 14th level.
Swift Steps
6th-level Path of the Cloud Chaser feature
At 6th level, you learn the first stride of the lost teachings of the Four Strides of the Wind God: the Swift Step. Your reflexes allow you to move with blinding speed. When you move on your turn, you can double your speed until the end of the turn. Once you use this feature, you must move 0 feet on one of your turns before you can use it again. Additionally, You can use your bonus action take the dash action.
Synthesized Shot
10th-level Path of the Cloud Chaser feature
At 10th level, your mastery over Mystic Shots allows you to combine two arrow effects into a single, devastating shot. When you use the Mystic Shot feature, you can now expend a single one use of the feature however, apply the effects of two different Mystic Shot options to a single attack.
You choose which saving throw DC from the two Mystic Shots the target must contest. The other save is automatically passed. You still roll damage as if only one Mystic Shot was applied to the attack.
Cloud Chasing Steps
14th-level Path of the Cloud Chaser feature
By 14th level, you have fully mastered the legendary Swift Steps making it your own. From your total mastery of the art, you have created the Cloud Chasing Steps. When you use your Swift Step feature, you gain a flying speed equal to your walking speed for the duration of the turn. Additionally, while you are raging, you can use a bonus action to move in a straight line up to 30 feet in a flash, passing through creatures as you go. You do not provoke opportunity attacks, and each creature you pass through must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 3d6 thunder damage as the force of your movement reverberates around them.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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