TEXT: 2/26/2019
  Path of the Cyclone | GM Binder
  https://www.gmbinder.com/documents/print/-LSxBeWqC84STbo-FQ98
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  Path of the Cyclone
  Path of the Cyclone
  The Path of the Cyclone is one that needs to be seen in action
  to be believed. The Barbarians that follow it are a flighty lot,
  often moving from place to place without rhyme or reason. On
  the battlefield, however, they can never seem far away enough,
  hounding their opponents with an inexorable onslaught of
  razor sharp winds, turning the area around them into an
  inhospitable zone of carnage. Those who walk this Path enjoy
  freedom above most other things, perhaps a reflection of its
  supposed origin from the Elemental Plane of Air.
  Barbarians of this path, especially its air genasi members,
  often have strange wind based quirks about them, which you
  can choose from the table below.
  Cyclone Quirks
  d6 Quirk
  1 Objects like paper and leaves move in your presence
  2 Your hair and clothing always looks wind blown
  3 You find yourself occasionally turning without realising
  4 You're always idly making circles with your limbs
  5 Wind usually seems to blow harder when you're nearby
  6 The howl of a storm is always on the edge of hearing
  Path of the Cyclone Features
  Path of the Cyclone Features
  Barbarian Level
  Feature
  3rd
  Twister
  6th
  Gale Force
  10th
  Touchdown
  14th
  Death Funnel
  Twister
  Twister
  Starting when you choose this path at 3rd level, you become a
  whirlwind of blood and fury. While you're raging, as an action
  you can begin to spin rapidly enough to generate a tornado of
  slicing winds. Until the start of your next turn, when a
  creature starts its turn within 5 feet of you while you are
  spinning in this way, or moves within 5 feet of you for the first
  time on a turn, it must make a Dexterity saving throw (DC
  equal to 8 + your proficiency bonus + your Strength modifier).
  A target takes slashing damage equal to 1d6 + your Strength
  modifier + your Rage Damage bonus on a failed save, or half
  as much damage on a successful one. The damage die
  increases when you reach certain levels in this class,
  increasing to 2d6 at 6th level, and 3d6 at 10th level. Your spin
  ends early if your speed becomes 0, your rage ends, or if you
  voluntarily end it (no action required). Additionally, until the
  end of your next turn, your rage can't end early as a result of
  not attacking a creature.
  Gale Force
  Gale Force
  At 6th level, while you are spinning, the area within 5 feet of
  you is considered difficult terrain. Additionally, when a
  creature makes a saving throw against your Twister ability,
  you can use your reaction to put additional force into the blow.
  If the creature fails its saving throw, it is knocked prone or
  pushed up to 10 feet away from you (your choice).
  Art Credits
  Art is Storm by Oliver Mootoo.
  Touchdown
  Touchdown
  At 10th level, while you aren't incapacitated, you can choose to
  glide when you would normally fall. While gliding in this way,
  you safely descend 60 feet per round, and you can move up to
  1 foot horizontally for every 1 foot you descend.
  Death Funnel
  Death Funnel
  Starting at 14th level, when you use your action to begin
  spinning, each creature within 5 feet of you takes slashing
  damage equal to 1d6 + your Strength modifier + your Rage
  Damage bonus.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Cyclone (BBB).pdf