Fighter
Base Class: Fighter

Winds blow through across land and sea, through mountains an valleys alike. They can be soft and gentle, or they can be harsh and cutting like a knife. No one knows where they come from, or where they finally go, but the presence of the winds are felt wherever they travel. So it is with the warriors who master the ways of the wind, known as the Windswept.

As a Windswept, you understand how to turn the winds of war in your favor. You may have been self-taught, or learned from an old Master of the Four Winds. You may have even learned how to harness the wind in a military academy. However you started, the winds will guide you through your perilous journey.

Knowledge on the Wind

At level 3, you learn how knowledge can be carried by the winds. You always know which direction the wind blows. You do not suffer disadvantage on Perception checks that rely on hearing in strong winds, and you choose to learn either the gust, thaumaturgy, or the message cantrip.

Gust

You have learned the gust cantrip.

Message

You know the message cantrip.

Thaumaturgy

You know the thaumaturgy cantrip.

Wind-Powered Fighting

Your connection with the wind grants you the ability to harness it in combat. This energy is represented by your Wind dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various wind powers you have, which are detailed below.

Some of your abilities expend the Wind die they use, as specified in the ability’s description, and you can’t use an ability if it requires you to use a die when your dice are all expended. You regain all your expended Wind dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Wind die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Wind dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The abilities below use your Wind dice.

Blustery Defense. When you or another creature you can see within 30 feet of you is hit with a ranged attack, you can use your reaction to expend one Wind die, roll the die, and reduce the attack roll by the number rolled. With this ability, you command the wind to redirect the attack.

Windy Redirect. If you miss with a ranged attack, you can spend one Wind die as a reaction. Roll the wind die and add it to your attack roll to turn a miss into a possible hit.

Windy Strike. Once on each of your turns, immediately after you hit a target with a melee weapon attack, you can expend one Wind die, rolling it and dealing thunder damage to the target equal to the number rolled plus your wisdom modifier. If the target's size is large or smaller, it must succeed on a Strength saving throw equal to 8 + your proficiency bonus + your wisdom modifier. On failure, you choose whether it is knocked prone or pushed up to 15 feet away from you.

Windy Movement

At level 7, the wind can carry you along in movement. You gain the following abilities.

Updraft. You can spend one Wind die as a bonus action to add 10 ft to your movement speed for up to a minute. When you jump while under the effect of this, roll the Wind die, and add that number of feet to your high jump, or double that number of feet and add it to your long jump. This ability requires concentration.

Wind-Whipped Weapons. You can spend one Wind die a bonus action to give any non-heavy melee weapon you're holding the Thrown property with a range of 20 ft/60 ft. Roll the Wind die and add it to your attack roll. If the attack misses, the weapon automatically returns to your hand. The range increases at level 10 (30/80ft) and level 15 (60/120ft). You cannot use Windy Redirect on these attacks.

Catch Your Breath

At level 10, you can expend one Wind die at the beginning of a short or long rest to remove one additional level of exhaustion from yourself. You cannot use this ability again until you have completed a long rest. If used at the beginning of a long rest, this ability is available after the long rest is complete.

Wind Guardian

You can call upon the winds to protect you in battle. As a bonus action, you can summon a strong wind (25 mph) to blow around you in a 15 foot radius circle with. This wind stays centered on you and follows as you move. The wind lasts for 1 minute, until you dismiss it with a bonus action, or until you are incapacitated. The wind has the following effects:

  • It deafens you and all creatures within its area
  • Unprotected flames in the area are extinguished
  • It hedges out vapors, gas, and fog that can be dispersed by strong winds.
  • The area is difficult terrain for creatures other than you
  • Attack rolls from ranged weapons other than yours have disadvantage if they pass in or out of the wind.

Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Wind die to take it again.

Master of the Winds

At level 18, the winds learn to obey your command. You can spend one Wind die as an action to cast levitate on yourself or others. While levitating, your ranged weapon attack range increases by 30 ft. When you first hit with a ranged attack while levitating, you can roll the Wind die you spent, and add the result plus your wisdom modifier as thunder damage to the target. You cannot add thunder damage to your ranged attack again unless you spend another Wind die as a bonus action.

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