Base Class: Fighter
You've learned the ways of the wind blade and have committed heavily into this fighting style. The ability to manipulate wind is your greatest strength, quick and nimble you can dash across the battlefield quickly to reach your target and incapacitate them with deft and precise strikes.
Tempestuous blade
When you choose this archetype at 3rd level you may switch your fighting style for Wind Blade.
Wind Blade: you gain +1 bonus to attack and damage rolls when wielding a Shortsword, Longsword, and rapiers. These weapons are also considered as finesse weapons for you.
While wielding only 1 weapon that has the finnese property you can thrust your blade forcing wind forward to slice your target. You can replace one of your melee weapon attacks for a spell attack that deals 1d10 slashing damage in a 10 feet line that is 5 feet wide, the attack roll is applied to all targets affected in the area. This can only happen once per turn at level 3, twice at level 5, three times at level 11, four times at level 17 five times at level 20,
Starting at level 7 after successfully hitting a target twice using Steel Tempest, you gain a charge of steel tempest that lasts until the end of your next turn. You can only have one charge at any given time. You can use one of your attacks to expend the steel tempest charge to conjure a tornado that travels in a straight line originating from you that is 40 feet long and 20 feet tall and 10 ft wide, creatures within the affected area takes the weapon damage and creatures in the affected area must make a strength save against your dc of 8 + dexterity modifier + proficiency bonus or be knocked up 20 feet high, the targets fall back to the ground on the start of their turn, you may only send out one tornado each turn.
Way of the Wind
Improved critical:
your critical hits for your weapon attacks and Wind Warrior features deal additional damage equal to your dexterity modifier(minimum of 1)
Wind Barrier:
You have learned to use the wind around you as a shield as a reaction you may gain temporary hit-points equal to your fighter level + Constitution modifier, this hit-points disappear at the end of your next turn, this skill can be done a number of times equal to your charisma modifier(minimum on1) all expended uses are regained on a long rest.
Superior Wind Manipulation
Wind Mastery:
You can cast the Wind Wall spell as a bonus action once per long rest.
you also learn the gust cantrip.
Spell dc is equal to 8 + Dexterity modifier + Proficiency modifier.
Last Breath:
As an action you can choose an area of a 20-foot-radius sphere within 90 feet that has airborne creatures that you can see. You dash to the center of the sphere and make 2 melee weapon attacks on up to 2 airborne creatures within the sphere.
After using last breath, your weapon becomes shrouded with the concentrated wind. Your weapon now deals an extra 1d10 force damage for a minute.
You can only use this feature once per short rest.
Core Build
Starting at level 15, your weapon becomes a part of you and your mind tunes into nothing but the fight. You gain the following benefits.
Phantom Dancer:
The last creature you hit with a melee weapon attack has disadvantage on attacks against you and you have advantage against saving throws from the creature.
Infinity edge:
When you critically strike a target with a melee weapon, deal an extra 2d8 force damage.
Death is Like the Wind
Improved Last Breath:
You now make 3 melee weapon attacks instead of two when using last breath and if all hit the targets are knocked prone
your weapon deals an extra 2d10 force damage for a minute instead of 1d10.
Previous Versions
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7/25/2019 4:19:10 PM
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