Path of the Howling Winds
Barbarians of this primal path have adopted secret techniques to meld with the frigid winds found in frozen environments and high altitudes. Their strikes and movements leave trails of the biting wind in their wake.
Path of the Howling Winds Features
3rd-level Path of the Howling Winds feature
While raging, when you hit a target with a melee weapon attack, force pummels a target of your choice within 5 feet of the target hit by the attack. This target takes bludgeoning damage equal to your proficiency bonus plus your Rage feature’s bonus damage.
6th-level Path of the Howling Winds feature
You can move across slippery or icy surfaces without needing to make an ability check, and moving across terrain composed of ice or snow or against a wind doesn’t cost you extra movement.
In addition, when you are attacked by a weapon attack, you can use your reaction to teleport up to 10 feet away. If this movement places you outside the reach or range of the attack, it is made with disadvantage against you. You can use your reaction this way a number of times equal to your proficiency bonus and, you regain all expended use when you finish a long rest.
10th-level Path of the Howling Winds feature
You naturally sail on the wind. When you take fall damage, you reduce the number of damage dice from the fall by an amount equal to your proficiency bonus, and once during a fall you can move horizontally up to 30 feet.
In addition, you can leap up to your movement speed, regardless of your Strength, and your jumps never provoke reactions.
14th-level Path of the Howling Winds feature
A huge or smaller creature damaged by your Gale Blast feature must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or be pushed 10 feet away from you. A huge creature is only pushed 5 feet. If the save is failed by 5 or more, the creature is also knocked prone.