Base Class: Barbarian
The Path of the Steel Cyclone empowers the barbarian's ability to fight with a weapon in each hand. Followers of this path fight with a grace and nimbleness that sets them apart from other barbarians, sliding away from attacks and flowing like a whirlwind of fury and steel.
Iron Gale
Starting when you choose this path at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Additionally, you can add your Rage bonus damage to the damage of thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Finally, all melee weapons with the light property also gain the thrown (20/60) property for you. You can draw a weapon that has the thrown property as part of the attack you make with that weapon.
Twisting Winds
At 6th level, your unpredictable movement makes you harder to hit and pin down. Whenever you make a Dexterity ability check or saving throw to avoid being knocked prone, shoved, grappled, or restrained, you are considered proficient in the skill or saving throw, and add double your proficiency bonus to the check or saving throw.
Additionally, while you are wielding a separate melee weapon in each hand, you gain a +2 bonus to AC.
Leaf on the Wind
At 3rd level, you gain proficiency in the Acrobatics skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Additionally, whenever you make a Charisma or Dexterity (Performance) check related to dancing, aerobics or acrobatics, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Furious Zephyr
Beginning at 10th level, the winds around you are tied to your anger. You learn the gustcantrip, and you can cast it as a bonus action while you are raging. Additionally, you can cast feather fall twice without using a spell slot or material components, and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
Whirlwind of Blades
Starting at 14th level, you can become a whirlwind of attacks. If you are wielding a separate weapon with the light property in each hand, you can use your action to make an attack against any number of creatures within range, with a separate attack roll for each target. Each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.
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