Path of Howling Winds Profession in Zoetrope | World Anvil

Path of Howling Winds

Barbarian Subclass
Some of the rapacious raptorkin clansfolk of the high reaches, wind whisperers of the plains, and piratical aeronauts who worship Aerzeebn, the Elemental Air Tyrant, are favored with his blessings. When followers of this path whip themselves into a frenzy they flit about in the air, the wind howling its fury.
Arial Blessing
Starting when you choose this path at 3rd level, your body undergoes magical changes, making you lighter and more elongated, and your hair grows long and whispy at an accelerated rate. You are often surrounded by a cool localized breeze which billows your hair and clothing at dramatic moments, your strong emotions can have tangible effects such as a noticeable rise in static electricity, and so on.
Your Rage feature is altered: while raging you have advantage on Dexterity checks and Dexterity saving throws (instead of Strength checks and saving throws), you apply your Rage Damage when you make a melee weapon attack using Dexterity (instead of Strength), and you gain resistance to lighting, piercing, and thunder damage (instead of bludgeoning, piercing, and slashing damage).
Your Unarmored Defense feature is altered: while you are not encumbered and not wearing any armor or using a shield, your armor class equals 12 + your Charisma modifier + your Dexterity modifier.
Finally, if you do not have a flying speed you gain a flying speed of 15 feet for every three levels of barbarian you have (rounded down) and you may hover. If you do have a flying speed, your flying speed improves by the same amount and you may hover (if you cannot already).
Howling Rage
Beginning at 6th level, the extra damage from your rage is thunder damage and while raging you are immune to being blinded, deafened, or stunned. Additionally, whenever you rage you are surrounded by an effect identical to Warding Wind, as if using a 2nd level spell slot and using Charisma as your spellcasting ability. This does not require concentration, and its duration is the length of your rage.
Fulminating Critical
Starting at 10th level, when you use your Brutal Critical feature you may choose to have the additional weapon damage dice deal lightning or thunder damage; if you do so you may also add your Charisma bonus (minimum 1) to the damage modifer for the attack. Additionally, your attacks against an earth elemental of any kind score a critical hit on a roll of 18-20.
Wind Walker
Starting at 14th level, as an action you can manifest an effect identical to the Wind Walk spell. You can use this feature once per long rest.
Elemental Transmogrification
Starting at 20th level, you are immune to lightning and thunder damage. However, you are considered to be an elemental creature in addition to your own normal creature type, and can be targeted by spells and abilities that affect elemental air creatures. Your native plane remains the plane you were born on.

Alternate Class Features
Some who follow this path are particularly attuned the awesome power of thunder and lighting. When you gain your 10th level in this class you can choose to gain the Child of Thunder and Lightning feature described below instead of the Fulminating Critical feature. If you do so, when you gain your 14th level in this class you do not gain the Wind Walker feature.
Child of Thunder and Lightning
Starting at 10th level, you gain resistance to lightning and thunder damage all the time, instead of only while raging.
You also gain the ability to make a ranged spell attack action using Charisma as your casting ability, targeting a creature or object you can see that is under the open sky. A bolt of lightning flashes down from the sky to strike the target. On a successful hit, you deal 1d12 lightning damage and 1d12 thunder damage. A creature hit by this attack must succed on a Constitution saving throw against DC 8 + your proficiency bonus + your Charisma modifier or suffer the deafened and stunned condition until the end of their next turn.
Starting at 14th level, as an action you can choose a point you can see that is under the open sky. A bolt of lightning flashes down from the sky to strike that point. Each unattended object and creature within a 5-foot radius of that point takes 2d12 lightning damage and 2d12 thunder damage. Creatures may succeed on a Dexterity saving throw against DC 8 + your proficiency bonus + your Charisma modifier to take half as much damage. You can use this option a number of times equal to your proficiency bonus per long rest.

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