Fighter
Base Class: Fighter

Endan surged downward in a howling vortex. The soldier he struck first was flung away, a corpse before they could react. Spinning, Endan dropped the hammer, lashing out to either side, planting a palm against a soldier to his left and an enemy knight to his right. With a burst of wind, both were flung away. The soldier slammed into their reinforcements down an alleyway, and sent the lot of them off the edge of the city’s third tier and into open air. Carried by another explosive cyclone, Endan quickly caught up with the knight, who’d slammed into a wall at the end of his flight. With a flick of Endan’s wrist, his hammer was returned to him in a roaring tempest, arriving just in time to be swung brutally into the knight’s chest, crushing them and cratering the wall. As the knight died, a faintly glowing gemstone slipped from their fingers, falling briefly before floating up and into Endan’s hand. “The gem has been recovered.” he whispered to the wind, envisioning his commander. A moment later, his answer returned on the breeze. “Excellent. Return to the command post.” With a final blast of air, Endan launched northward, a glinting streak of armor over the war-torn city.

Of The Zephyrs

At 3rd level, the winds have become a constant friend and companion, supporting you and enhancing your abilities.

• You gain Expertise in Athletics.

• When you fall, the winds guide and control your fall. You can subtract up to 100 feet from your fall when calculating your fall damage, and you don’t fall prone when taking fall damage. At 10th level, you become immune to fall damage.

• You have advantage on perception checks that rely on hearing, and you can hear things from twice as far away as you normally could.

Gale Surge

Also at 3rd level, you gain the ability to unleash blasts of wind capable of launching yourself and others through the air.

•As a bonus action, or in place of an attack you make with the attack action, you may summon a burst of air to launch yourself a distance equal to 5 feet times your proficiency bonus in a straight line. While moving in this way, you don’t trigger opportunity attacks .

• When you successfully shove a creature or object, you may launch it up to 5 feet times your proficiency bonus in a straight line away from you.

• Ranged attacks you make have their range extended by 10 feet times your proficiency bonus.

Cyclone Rider

At 7th level, you’ve gained a deeper understanding and control of your Gale Surges, uncovering more of their potential.

• When you launch yourself with your Gale Surge, you may choose not to fall until the end of your turn as you’re held aloft by the wind.

• The first time you successfully hit a creature with an attack or shove a creature after launching yourself directly towards it with your Gale Surge, for every 10 feet you moved towards it in this way, it deals an additional 1d6 bludgeoning damage to that creature  and/or can launch it up to 5 feet away from you. At 18th level, this damage increases to 2d6 and the launch distance increases to 10 feet.

• Whenever you launch another creature with your Gale Surge, you may grant them resistance to fall damage for the rest of the turn as the wind guides their fall. At 10th level, you may make them immune to fall damage until the end of the turn instead.

 

Voice Of The Wind

Also at 7th level, the winds can amplify your voice or subtly carry your words to certain ears. When you speak, you may choose to invoke one of the following effects. You may use each only once per turn.

• You may amplify and project your voice to a thunderous boom, and may have it carry up to an additional 50 feet times your proficiency bonus.

• You may have a specific creature within 100 feet times your proficiency bonus hear your words if you can see it, or if you’re familiar with the creature, so long as the wind can reach them. The wind can carry back their response.

Gale Force

At 10th level, the potency of your Gale Surges continues to grow, now becoming roaring columns of whirling wind and raw power capable of blasting away foes and bearing you aloft.

• You can now shove creatures of up to two sizes larger than you.

• When you launch yourself with your Gale Surge, you gain a flying speed equal to your walking speed until the end of your turn.

• When you launch a creature into a stationary surface or object, they take 1d6 bludgeoning damage for every 10 feet they move towards it in this way. If another creature would be impacted, they may make a Dexterity saving throw DC 10 + your Strength modifier + your proficiency bonus. On a success, they avoid the collision, and the launched creature continues moving. On a failure, both creatures take the damage. If the struck creature is a size you could shove, it is also pushed to the location the original creature would be pushed to. Otherwise, the forced movement ends. At 18th level, this damage increases to 2d6.

Hand Of The Tempest

At 15th level, the wind can act as your hands, an extension of your will. The air within 30 feet of you is your domain, and everything therein is within your grasp.

• You may make shove special attacks against creatures within this range, blasting creatures with a column of wind. Additionally, you may shove creatures in any direction.

• You may make grapple special attacks against creatures within this range, holding them in place with the winds themselves. While grappled in this way, they are bound by the winds where they stand, bound in place and not moving with you as you do, and are freed if you move beyond 30 feet from them. Having creatures grappled in this way does not slow your movement, and does not occupy a hand. You may have no more than 4 creatures grappled in this way at a time.

• You may use the winds as extensions of your hands, picking up and manipulating things as though you were doing so normally, though you can’t make attacks with weapons held in this way. Additionally, you gain two additional object interactions you can use with this ability, and may move items from anywhere within this range to you as part of the interaction.

Champion Of The Wind

At 18th level, you have attained an incredible symbiosis with the winds around you, and they aid you with precision and power.

• You gain a flying speed equal to your walking speed. If you use your Gale Surge to launch yourself this turn, you gain a flying speed equal to twice your walking speed until the start of your next turn.

• You may have creatures grappled with your Hand of  the Tempest move with you. Additionally, you may move them up to 30 feet as a bonus action on your turn.

• You may shove creatures of any size, and may grapple creatures of any size if you use your Hand of the Tempest to do so.

• Creatures three or more sizes larger than you have advantage on skill checks to resist being shoved or grappled by you, and to escape being grappled by you.

Gale Knight V3 Image

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