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At 3rd level, your primal connection to the howling winds
Barbarians who follow the Path of the Windblade channel
imbues your movements with supernatural grace and agility.
their rage to summon a mantle of furious wind that swirls
You gain proficiency in the Acrobatics skill if you don’t already
around them when they rage. Fighting with a grace and
have it. Your proficiency bonus is doubled for any ability
speed that sets them apart from other barbarians, they dance
check you make that uses this proficiency.
and flow across the battlefield like a whirlwind of gore and
Additionally, you learn the gust cantrip, and Wisdom is
steel. At your option, you can pick from or roll on the
your spellcasting ability for this spell.
Windblade Quirks table to create a quirk for your character.
d6 Quirks Beginning at 6th level, your primal connection to the howling
winds around you deepens. When you enter a rage, you can
Powerful winds whip up around you when you
1
experience strong emotions. cast the gust of wind or warding wind spell, requiring no
Each of your movements looks like a step in a You can cast use this feature twice, and you regain all
3
neverending dance. expended uses when you finish a long rest.
of movement spell.
Starting when you choose this path at 3rd level, you can
summon primal winds that slash and buffet your enemies in At 10th level, when you take the Dash action you charge like a
battle. When you engage in two-weapon fighting, you can add cyclone. For the remainder of your turn you gain a +2 bonus
your ability modifier to the damage of the second attack. to AC against opportunity attacks, and when you move within
Additionally, the winds enhance your weapon strikes. 5ft of a hostile creature that you can see, that creature
When you are wielding a separate melee weapon in each immediately takes 1d6 slashing damage from your scything
hand, once on each of your turns choose one of the following blades. A creature can only take this damage once per turn.
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
The whole thing is heavily influenced by/ indebted to/
plagiarised from:
Given that this subclass is meant to be the barbarian TWF
subclass, ability mod to TWF attack was a no brainer. Then I
didn't want to just add damage the way Cyclone does; having
Ribbon to reinforce that you're a graceful wind-ey barbarian
Speed and agility are the name of the thematic game,
Become the Diablo barbarian you wanted to be.
More wind. Not ultra strong, but certainly useful in the right
already.
Basically cloud of daggers that moves with you. Added the
"only take this damage once per turn", otherwise you end up
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
using GM Binder.