Primal Path

Path of the Cyclone

The Path of the Cyclone empowers the barbarian's ability to fight with weapons in each hand. Followers of this path learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

Double Swing

Starting when you choose this path at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Additionally, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand. You do not add your ability modifier to the damage of this attack.

Twisting Winds

At 6th level, your unpredictable movement makes you harder to hit and pin down. You can add your proficiency bonus on saving throws and ability checks made to avoid being knocked prone, pushed, grappled, or restrained. If you are already proficient in any of these checks, your proficiency bonus is doubled instead.

Additionally, while you are wielding a separate melee weapon in each hand, you gain a +1 bonus to AC.

Mighty Leap

Beginning at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature's reach while jumping.

Whirlwind

Starting at 14th level, you can become a whirlwind of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.