Base Class: Fighter
Whether through pure skill or power granted from an outside force, the Skydancer utilizes the wind and sky to enhance their martial prowess.
Guidance of the Winds
Rather than using your innate strength, a subtle and invisible breeze comes to help carry your strikes forward, allowing you the ability to direct your strikes more deftly. Starting at level 3, melee weapons you wield gain the finesse property.
Galewind
When you take this subclass at level 3, you gain access to Galewind, an expendable resource that is expended to use your skydancer abilities. You have a total number of galewind uses equal to 1 + your proficiency bonus.
You regain all expended uses on a long rest. Starting at level 10, you regain all uses on a short or long rest.
Vacuum Attack
Skydancers can enhance their attacks by gathering a forceful torrent of air around their weapon. Starting at level 3, as part of your attack action, you can expend 1 windfury die to force enemies within range to make a DEX saving throw or take thunder damage equal to 1d6 + {{(classlevel/2)@rounddown}} or half as much on a successful save. The damage die increases to 1d8 at 7th level, and 1d10 at 15th level.
The area of effect changes based on the damage type of your current weapon:
Piercing Damage = 15ft line
Slashing Damage = 10ft cone
Bludgeoning Damage = 5ft radius centered on self
Drown Out
With your mastery of the wind, you can cause the wind to rush around the caster, drowning out their voice and preventing them from meeting the verbal requirements of spellcasting. It also blocks any sounds from reaching them due to the maelstrom that surrounds them. The target is encased in a barely visible torrent of wind that just extends beyond their body, following them as they move for the duration.
Starting at level 3, as a reaction, you can expend one galewind to force the target to make to make a constitution saving throw (8 + Dex + PB) or be silenced and deafened until the end of your next turn.
Tailwind
The winds are at your back, allowing you a greater reaction time to get into and out of the fray. Starting when you reach level 7 in this class, you can disengage as a bonus action. Additionally, your movement speed increases by 10.
Evasive Gust
You can call upon the air around you to launch you out of harms way. Starting when you reach level 7 in this class, whenever you are forced to make a dexterity saving throw, you can expend one galewind to use your reaction to move up to 15ft to leave the area of effect. When you use this ability and successfully leave the area of effect, you would take half damage when you would have normally taken full on a failed save, or no damage when you would have taken half on a successful save.
If you are unable to leave the area of effect with 15ft of movement, then you can still move, but you will still be subject to the effect that forced the dexterity saving throw as normal.
Embrace of the Sky
You have learned to manipulate the swirling winds around you enough that it can carry you. Starting at level 10, you gain a flying speed equal to your walking speed as long as you are outdoors.
Whirlwind
Starting at level 15, when you take the dash action, you can expend one galewind to gain the following benefits during your movement:
-You do not provoke opportunity attacks.
-You can make one melee attack against one creature you pass during your dash.
-You can ignore difficult terrain.
Torrential Avatar
You have mastered the winds around you, and can call upon their destructive force in combat like a violent hurricane.
When you reach level 18 in this class, you can use your bonus action to become a Torrential Avatar for 1 minute. While in this form, you gain the following effects:
-All ranged attacks have disadvantage against you.
-At the start of each of your turns, all creatures of your choice within 5 feet of you must succeed on a constitution saving throw or take thunder damage equal to half your fighter level, or no damage on a successful save.
-As a bonus action, you can force all creatures within 5 feet of you that are large or smaller to make a strength saving throw or be pushed 10 feet away from you.
-Your speed cannot be reduced.
When you use this ability, you must finish a long rest before you can do so again.
Previous Versions
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6/27/2023 3:15:03 AM
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8
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1.5
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Coming Soon
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6/28/2023 3:26:12 AM
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7
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0
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2.0
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Coming Soon
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