Barbarian - Path of the Gale
In some areas, the intense roaring winds only mean one thing, the windrunners. Barbarians of the the Path of the Gale often use their talents to quickly get in and out of areas, wreaking havoc and taking what doesn't belong to them. They are extraordinarily effective at long ranges, and have the mobility to stay at the distance they want to be.
| Barbarian Level | Feature |
|---|---|
| 3rd | Galeborne Reach, Leap of the Wind |
| 6th | Distant Current |
| 10th | Supersonic Shot |
| 14th | Twisting Air |
Galeborne Reach
Starting when you take this path at 3rd level, your rage spans greater distances. All features you gain from the barbarian class that only apply to melee weapon attacks now also apply to ranged weapon attacks for you.
This includes multiple effects of Rage, as well as Reckless Attack and Brutal Critical.
Leap of the Wind
Also at 3rd level, you are able to propel yourself by wind in short bursts. You can take the Dash action as a bonus action. When you do so, all attacks made against you have disadvantage until the end of the current turn.
Distant Current
At 6th level, your effectiveness at long ranges increases. When you hit a target with a ranged weapon attack within your weapons long range but not its normal range, the attack deals an extra amount of damage equal to your Rage Damage bonus.
Supersonic Shot
Starting at 10th level, your projectiles are able to break the sound barrier. As an action, you can choose a point that you can see within 90 feet of you to be the origin of a 60 foot cone facing towards you. All creatures in this cone must make a Constitution Saving throw, taking 4d10 Thunder damage on a fail or half on a success.
The DC for this Saving throw is equal to 8 + your Dexterity Modifier + your Proficiency bonus.
You can do this a number of times equal to your Dexterity Modifier, and regain all expended uses when you finish a long rest.
Twisting Air
At 14th level, your control over the wind increases, when you miss on a ranged weapon attack, you can choose to reroll the attack against a new target once per turn. You must use the new result.
Additionally, the long range of all of your ranged weapon attacks is doubled.
