Base Class: Fighter
Knights who make use of their innate ability of flight to manipulate the winds and use it to augment their combat abilities.
Slyphic Drive
3rd level Gale Knight feature
You learn a natural control of the winds, granting you a flying speed equal to your walking speed (if you don't have an equal or higher flying speed already). In addition, if you make a successful melee weapon attack against a creature while flying, that creature cannot use opportunity attacks against you until the end their next turn.
Once per turn, when you make a successful melee weapon attack against a creature after using at least 20 feet of movement with your flying speed, you may activate one of the following effects:
- The creature you attacked is knocked back 10 feet in the direction opposite of you.
- You may dash to an adjacent space of a creature you can see within 20 feet of you, not using up any of your movement or provoking opportunity attacks.
- You may deal 1d6 additional force damage. At 10th level, this damage increases to 1d8.
Zephyr Soul
3rd level Gale Knight feature
You gain an innate ability to harness the winds, channeling effects that replicate magic.
You gain a number of 'gale points' equal to your Fighter level, and can spend these points on spells you learn at certain levels. For all of these spells, Charisma is your spellcasting ability, and you regain all gale points on a short or long rest. In addition, you learn the cantrip gust.
3rd level (2 points): feather fall, blinding breath
5th level (3 points): gust of wind, misty step
7th level (5 points): arrow hurricane, wind wall
9th level (6 points): marking arrow, control winds
11th level (7 points): investiture of winds, wind walk
Swift as Wind
7th level Gale Knight feature
You may add your Charisma modifier to your initiative bonus.
Revitalizing Critical
10th level Gale Knight feature
You score a critical hit on a roll of 19 or 20, and when you make a critical hit, you may recover a number of gale points equal to the number of points that the highest level spell you can cast costs in the Zephyr Soul feature.
Gale Blade
15th level Gale Knight feature
You can choose to deal any damage that you deal as force damage. In addition, the Slyphic Drive feature's effects are enhanced:
- When knocking a creature back, the creature can be knocked back up to 20 feet away, and they are also knocked prone.
- When you teleport to another creature within 20 feet, you can grant that creature the Help action if they are non-hostile, or gain advantage on any opportunity attacks against that creature until the end of your next turn if they are hostile.
- When you deal 1d8 additional force damage, that creature must also subtract the amount of additional force damage from their initiative count.
Eye of the Storm
18th level Gale Knight feature
You become immune to force damage, and while you are flying, you cannot be knocked back, knocked prone, charmed, or frightened.
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