Base Class: Barbarian
A Wind-based Barbarian subclass with the focus on wind-like effects, not storms. It uses Gale Points to power Gale Surges, which can be used as part of your attacks.
Gale Surges
| Barbarian Level | Gale Surges |
|---|---|
| 3 | Swiftwind Strike, Wind Gust |
| 5 | Wind Ward |
| 7 | Lesser Steel Wind Strike |
| 9 | Windrend Slash |
| 14 | Whirlwind Assault |
| 19 | Maelstrom |
Windborne Fury
At 3rd level, you gain a number of Gale Points equal to your Barbarian level, which you can expend to fuel various features. Using a Gale Point for any ability extends your rage. You also learn Gale Surges as specified in the Gale Surges table, and learn the gust cantrip, which can be cast while raging. You regain all spent Gale Points when you finish a long rest.
When you use a melee attack, you can use your bonus action to activate a Gale Surge that normally requires an action as part of that attack. The effects occur regardless of whether the attack hits. If the effect has a direction, it follows the direction of your attack. Some Gale Surge effects can be extended, which does not require any kind of action. You can only have one extendable effect active at the same time.
If a Gale Surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Wind Shroud
Also at 3rd Level, your connection to the winds manifests while you Rage. Whenever you enter your rage, you can choose one of the following effects. The effects manifest in a 20 feet wide, up to 50 feet high cylinder centered on you, but can be blocked by terrain. The cylinder becomes 30 feet wide on 10th level.
On your turn, you can use a bonus action to change the effect.
Updraft. Creatures that end a fall within your Wind Shroud take only half damage from the fall. When an allied creature in this area makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Tailwind. You can take the Dash action as a bonus action by expending one Gale Point. You can use this feature as part of the same bonus action you use to enter your Rage.
Whenever you spend any amount of Gale Points, a willing creature you can see within your Wind Shroud gets 5 feet of extra movement for each Gale Point spent until the start of your next turn.
Downdraft. Each creature in your Wind Shroud must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. As a bonus action, you can expend two Gale Points to make the area difficult terrain for creatures other than you until the start of your next turn.
Favourable Winds
At 6th level, the winds heed your call, swirling harmlessly around some while affecting others in full force. Whenever you create or extend the effects of a Gale Surge or your Wind Shroud, you can choose for yourself and a number of creatures equal to your Constitution modifier (minimum of one) within its area of effect to be unaffected by any effects of your choice.
Additionally, your Gale Surges count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Razorwind Strikes
At 10th level, you can expend 1 Gale Point to treat any creature you can see within your Wind Shroud as if they were within your melee reach for your melee weapon attacks until the end of your turn.
Free like the Wind
At 14th level, while you are raging, your movement speed cannot be reduced by magical effects, and you cannot be grappled or restrained.
Gale Surges
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(1) Level 3: Swiftwind Strike
Cost: 1 Gale Point
You can use an action to move like the wind. During the effect, your movement doesn’t provoke opportunity attacks.
Once before the effect ends, you can give yourself advantage on one weapon attack roll on your turn. This counts as a reckless attack for the purpose of your other abilities, like your Brutal Strikes.
That attack deals an extra 1d8 slashing damage on a hit. Whether you hit or miss, your walking speed increases by 15 feet until the end of that turn.
You can extend this effect by expending 1 Gale point each turn.
(2) Level 3: Wind Gust
Cost: 1 Gale Point
As an action, you conjure a line of strong wind, 40 feet long and 15 feet wide, to blast from you until the start of your next turn, in a direction of your choice.
Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
You can extend this effect by expending 1 Gale point each turn.
(3) Level 5: Wind Ward
Cost: 2 Gale Points
As an action, you conjure a strong wind in your Wind Shroud.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
You can extend this effect by expending 1 Gale point each turn.
(4) Level 7: Lesser Steel Wind Strike
Cost: 1 Gale Point per strike
You vanish to strike like the wind. As an action, choose up to 3 creatures you can see within 20 feet of you, then make a Melee Attack against each of them. On a hit, you deal additional damage equal to half your Barbarian level.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
When you use this ability as part of an attack, the attack you made to activate this ability counts as the first strike.
(5) Level 9: Windrend Slash
Cost: 3 Gale Points
When you hit a creature with a melee weapon attack, you can create a momentary vacuum that violently implodes around your target.
The target and every creature within 10 feet of it must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the effect’s area.
(6) Level 14: Whirlwind Assault
Cost: 4 Gale Points
When you attack recklessly, you can use your bonus action to become the eye of a raging vortex, pulling enemies toward you with relentless winds. While this effect is active, you movement speed is halved.
When you create or extend this effect, each creature of your choice within your Wind Shroud must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pulled in a straight line to an unoccupied space within 5 feet of you. On a successful save, the creature takes half damage and is not moved.
Any Large or smaller unsecured objects in the area are pulled into the vortex and fly around you, and the wind extinguishes unprotected flames.
You can extend this effect by continuing to recklessly attack and expending 2 Gale points each turn.
(7) Level 19: Maelstrom
Cost: 7 Gale Points
As an action, a maelstrom of fierce wind erupts around you. While it is in effect, the width and height of your Wind Shroud is doubled. When the storm appears and at the start of each of your turns for its duration, each creature in its area must make a Dexterity saving throw, taking 5d8 slashing damage on a failed save or half as much on a successful one.
Additionally, depending on the effect of you Wind Shroud, the following happens:
Updraft. Any Large or smaller creature that failed the Dexterity saving throw is lifted up 20 feet.
Tailwind. You and any allied creature in your Wind Shroud gain 10 feet additional movement speed.
Downdraft. Any creature that failed the Dexterity saving throw is knocked prone.
You can extend this effect by expending 2 Gale points each turn.
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