Fighter
Base Class: Fighter

There are those among the many orders of knights, guilds of warriors, and bands of mercenaries who bear a soul carried by the wind. These warriors and masters of arms hold in them a special gift that very few of them will ever truly understand or unlock. Those that do, will glide along the winds into battle and beyond, becoming one of the very few, one of the Windrunners.

Acrobatic Combatant

Starting at level 3, when you take on the Windrunner martial archetype, your newfound areal talents give you an edge any time your feet aren't on the ground. You gain Expertise with the Acrobatics skill. Additionally, when you take fall damage, for every 10 feet fallen, reduce the damage taken by 1d4. Your fall damage cannot be reduced below 0. 

Acrobatic Expert

Expertise in Acrobatics.

Ride upon the Winds

Starting at level 3, your windbound soul carries you with it upon the winds, exalting you with flight upon the winds you ride. A number of times per day equal to your proficiency bonus, you can gain a fly speed (hover) equal to your base movement speed, regaining all uses of this ability on a long rest. This is your base fly speed. This lasts for one minute. Starting at level 11, your base fly speed becomes double your base movement speed. You can activate this ability as a bonus action on your turn.

The Wind Obeys

Starting at level 7, you can call upon the winds for aid, and they shall obey! You can cast the Gust of Wind spell a number of times equal to your proficiency bonus per day, regaining all uses on a long rest. You additionally learn the Gust cantrip. Constitution is your spellcasting modifier for these spells. Additionally, your base movement speed increases by 10 feet.

Gust (cantrip, 1 action, instant) - You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Gust of Wind (2nd level, 1 action, concentration, 1 minute) - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. 

The Wind Shall Carry You

Starting at level 10, the same wind that carries you, shall carry those whom you command also. Whenever you activate your fly speed, or during your flight, as a bonus action, you touch a willing creature up to one size larger than you and can carry them with you in your flight at no penalty, or grant them brief flight. This flight is controlled by you and matches your base fly speed. This lasts for one turn, but can be maintained through direct contact with the creature. Additionally, as an action, you can target an unwilling creature up to one size larger than you with this feature, and they must succeed a Dexterity save against your Constitution Save DC to avoid the effects. On subsequent turns, the effect is maintained as a bonus action, and they may make another Dexterity Save to release themselves as a reaction. Additionally, your base movement speed is increased by 10 feet.

Armor of the Winds

Starting at level 15, the wind loves you as its own, and so they shall protect you from the evils of this world. As a reaction on your turn, when targeted by a ranged attack, you can grant yourself an additional +3 to your AC against ranged attacks, until the start of your next turn. Additionally, as a bonus action, you can create a 30 feet radius sphere of swirling winds centered on a point you can see within 300 feet. Ranged attacks traveling through this area are made at disadvantage, unprotected flames in the area are put out, and protected flames have a 50% chance to go out. You can move this sphere of wind as a free action on subsequent turns, and lasts for one minute, or until you dismiss it. Additionally, your base movement speed is increased by 10 feet.

Claim the Sky

Starting at level 18, the skies themselves are yours, the winds are yours, and none shall keep you down. Your base movement speed is increased by 10 feet, you are immune to the earthbind spell, you ignore difficult terrain and movement reductions while flying, and you gain unlimited uses of your flight.

Comments

Posts Quoted:
Reply
Clear All Quotes