Fighter
Base Class: Fighter

Through devastating attacks and lightning-fast maneuvers, they strike fear into their enemies while effortlessly maneuvering around the chaos of combat. Masters of both offense and mobility, Cloud Commanders embody relentless aggression and strategic finesse in equal measure. Not even the sky is safe from invasion and every strike will be framed by booming brilliance.

(Yeah, its a dragoon.)

Cloudhymn

3rd level Cloud Commander Feature

At 3rd level, you learn  the art of Cloudhymn. With this knowledge, you can release the constraints on your muscles when you attack, breaking the sound barrier with every attack. When you make an attack, before you roll to see if you hit, you can declare this attack to be a Cloudhymn. A Cloudhymn deals 1d4 thunder damage and 1d4 force damage in a 15 cone in the direction of your attack. Those in this range can make a Constitution saving throw to take half damage. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier. Your movement speed on a turn when you use a Cloudhymn is increased by 5 feet and your Strength score is treated as though it is 2 higher than it is.

The number of Cloudhymns you can safely make is equal to your Strength modifier. You regain one safe use on a short rest and all safe uses on a long rest. If you use a Cloudhymn after you've run out of safe uses, you take 1d6 damage and a level of Exhaustion. The level of Exhaustion happens 1 minute after the Cloudhymn.

At 10th level, the damage dice for a Cloudhymn increases to d6s and the number of Cloudhymns you can make safely increases to double your Strength modifier. When you've reached 10th level and use a Cloudhymn, your movement speed is increased that turn by 10 feet instead of 5 feet.

Lastly, a coruscating veil of crackling lightning that surrounds you, arcing menacingly. As a reaction, you are enveloped in a Shroud of Storms. When a creature touches you, or immediately after a creature hits you with a melee weapon attack while you are enveloped in barrier, it must succeed on a Constitution saving throw. A creature takes lightning damage equal to half your fighter level + your Strength modifier on a failed save, or half as much damage on a successful one (minimum of 1).

Sky Vault

3rd level Cloud Commander feature

You can attack downwards and declare a Cloudhymn in order to perform a Sky Vault. When you do so, you take 1d4 force damage, and everyone within 5 feet of you takes 1d4 force damage and 1d4 thunder damage. You and those within 5 feet of you can make a Constitution Saving Throw to take half damage. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier.

When you make a Sky Vault, you jump in the air 10 feet per Strength modifier after the Cloudhymn and can move your normal movement speed while in the air. Moving in the air aside from the height increase counts as part of your movement for that turn. You land at the end of your turn and take no damage from falling as long as you only fall the distance that you jumped in the air due to the Sky Vault.

At 10th level, the damage dice for a Sky Vault increases to d6s.

Nimbus Foresight

7th level Cloud Commander Feature

Using your deep connection to the skies, you provide guidance and insights to your allies. Once per short rest, they can spend a minute in meditation, communing with the elements and reading the winds. For the next hour, you and your allies gain advantage on Wisdom (Perception) checks and can't be surprised. Additionally, you gain resistance to Thunder and Lightening damage. If you succeed the Constitution saving throw for Sky Vault, you instead take no damage.

Wounded Fury

10th level Cloud Commander Feature

Starting at 7th level, you become more dangerous depending on how low your health is. When your health is 2/3 full or lower, your weapon attacks treat 1s on a damage roll as 2s. When your health is 1/3 full or lower, your weapon attacks treat 1s and 2s on a damage roll as 3s. This also effects your Cloudhymn and Sky Vault.

Additionally, your movement speed increases by 5 feet for each 3rd of missing health.

Rolling Thunder

15th level Cloud Commander Feature

Beginning at level 15, when you are in the air due to a Sky Vault and use Cloudhymn, the attack also deals 1d6 force damage and 1d6 thunder damage in a 15 foot square centered on the target. If the target is Medium size or smaller, it must make a Constitution Saving Throw or be thrown back to the edge of the blast radius. The DC for this is equal to 8 + your proficiency bonus + your Strength modifier.

Buffing Bellow

18th level Cloud Commander Feature

When you reach level 18, you've learned to harness your spirit in a shout. Once per long rest, you can activate one of the following effects which affects all allies within earshot. You cannot activate this ability if you cannot speak and allies are not effected if they cannot hear you. You count as your own ally for the purposes of Buffing Bellow.

  • Tempest's Edge. If your allies hit an enemy when they roll a 19 on their attack roll, they treat it as a critical hit. This effect lasts until the end of your next turn.
  • Healing Wind. Your allies can spend one hit die to heal themselves if they have a hit die available and have their movement speed increased by 5ft until the end of your turn for 4 rounds after this effect is activated.
  • Roar of Resilience. Your allies have resistance to one type of damage of your choosing. You can choose different resistances for each ally thus effected. The resistance lasts until the end of your turn 2 rounds after this effect is activated.

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