Barbarian
Base Class: Barbarian

Of the Barbarian people, the Tribe of Sand and Wind was the first to draw upon the primal forces of the weather. Cyclones would ravage their deserts as summer grew  on. The shaman of the tribe would interpret the cyclones as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling mélange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the Cyclone of Steel was passed down to all of the Barbarian people.

Blades of the Dervish

Beginning at 3rd level, while raging, you can add your Rage Damage to finesse melee weapon attacks using Dexterity that deal slashing damage.

Cyclone of Steel

Beginning at 6th level, while raging, after you take the Attack action and attack with a slashing melee weapon that you're holding in one hand, you can use a bonus action to perform a Cyclone of Steel attack with a different slashing melee weapon that you're holding in the other hand. While whirling and swinging these weapon, move in a line up to 15 feet long and 5 feet wide in a direction you choose. Each creature you choose in the line must make a Dexterity saving throw. A creature takes takes 2d4 + your Rage Damage as slashing damage on a failed save, or half as much damage on a successful one. During this movement, you can move through the space of any creature and you don't provoke opportunity attacks from enemies with 5 feet of your path. You then finish your move in an unoccupied space at any point along your path.

Devil in the Dust

At 10th level, as part of a bonus action when you enter a rage you can cast dust devil as a 3rd-level spell. When you do so, automatically succeed on saving throws against this spell, and take no damage if you would normally take half damage on a successful save. In addition, you can see through areas heavily obscured by the cloud of debris created by this spell.

When you cast this spell in this way, you can concentrate on this spell while raging and you don’t need to provide material components for it. Constitution is your spellcasting ability for this spell.

The Whirlwind

Starting at 14th level, you gain proficiency in Dexterity saving throws. Your proficiency bonus is doubled for Dexterity saving throws.

While raging, gain a flying speed of 60 feet for the duration. When the rage ends, you fall slowly if it is still aloft at a rate of descent of 60 feet per round until you land and take no falling damage.

When you gain it, Indomitable Might applies to Dexterity checks less than your Dexterity score instead of Strength check less than your Strength score. Use your Dexterity score in place of that score.

When you gain it, Primal Champion applies to your Dexterity and Constitution scores instead of your Strength and Constitution Scores.

Comments

Posts Quoted:
Reply
Clear All Quotes