Base Class: Fighter
The dandelion is the most fragile to the wind yet as they fly far they carry the wishes of those you protect. As a Dandelion Knight, your allies are protected by the wind as you can control the flow of battle and keep your allies standing no matter what comes your way. The backbone of the party the Dandelion Knight is a well-rounded fighter indeed.
Wind Companion
At level three you can harness the wind to aid your allies in times of peril and restore them to their strength or protect them from harm.
Dandelion Strikes
At level 3 when you pick this archetype you can choose to have your hits heal you and your allies in a 10ft radius around you equal to your wisdom modifier.
Windborn Shield
When an ally within 30ft is attacked you can use a reaction to create a barrier made from the wind that halves the damage taken. You may use this equal to your proficiency bonus. You can recover Windborn Shield after every short/ long rest. At lvl 7 the range is increased to 35 ft and an additional 5ft at levels 10, 15, and 18.
Gale Bliss Touch
At level 7 your strength grows as you gain new ways to keep foes away from your allies.
Courage of the Lion Fang
You gain immunity to the frightened condition your devotion to protect your party outshines your fear. You also gain advantage on persuasion and intimidation.
Gale Blade
At level 7 you can use your action to have the wind surround your blade forcing large or small creatures, in a 10ft radius around you, to make a Strength saving throw(8 + wisdom mod + proficiency), if they fail they are considered restrained as they are trapped by the wind for one minute. Where you can then use your bonus action to launch them 15ft in any direction besides down words as they take 2d8 force damage and take the respective fall damage should it apply. If they pass the saving throw then they take half damage and aren’t sucked in. You can do this equal to your proficiency bonus. You can regain Gale Blade by taking a long rest.
Additionally, you can use a wind-infused thrust that if large or small opponents fail a strength saving throw they will be launched in the air and are considered restrained. Launched opponents will fall slowly until it is the end of their next turn.
Let the Wind Lead
At level 7 the wind bolsters the morale of your party as they are more focused and have their wounds reparied.
Calming Breeze
At level 10 you can also call upon the winds to heal you and your party for 4d6 in a 20ft radius originating from you creating a Breezy Field. This cannot be done again until you finish a long rest. Allies and yourself also gain an advantage on attack if they are in the field. The Breezy Field lasts until the end of your second turn since using this ability.
Dandelion's Roar
At level 15 just as the wind can blow the dandelion bare, you can use it to cleanse your allies of foul effects that plague them.
Cleansing Breeze
At level 15 as an action, the player can send a dandelion infused breeze that can clear up to three conditions(either 3 for one, 2 for one, and 1 for one, or 3 allies with one condition removed) in a 30ft radius around them so long as the ally is not behind full cover. This can be used as many as your wisdom modifier up to two times. Taking a long rest will replenish this ability.
With the Wind
The wind carries the dandelion seeds as they fly into the hearts of your allies restoring their health while those foul of heart will find the dandelions a painful barrier they must cross.
Dandelion Breeze
At level 18 you can raise your weapon to create a Dandelion Field* that deals 3d6 force damage to opponents in a 20ft radius around you and heals for 14d8. While inside the field you and your party are healed by 1d4 plus double your wisdom modifier, at the start of their turns until it is the end of your 4th turn. Enemies that enter or leave the field will take 1d4 force damage. You cannot use Dandelion Breeze again until you finish a long rest.
*Your effects do not have to be dandelions; you can change it up if you wish.
Previous Versions
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12/31/2021 12:51:08 AM
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