Base Class: Rogue
A rogue that can use the wind to attack. You must worship a deity that has something to do with wind or storms or weather or nature.
Wind Cantrip and Domain Spells
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to cast the Cantrip gust.
Starting at 1st level, Wind assassins can use the following spells as listed:
Wind assassin Domain Spells
Cleric Level | Spells |
---|---|
1st |
feather fall |
3rd |
misty step |
5th |
wind wall |
7th |
fly |
9th |
control winds |
Wind at your back
When you choose this archetype at 3rd level, you gain the ability to move faster than normal. This includes walking, running, sneaking, climbing, jumping, swimming (only on top of water) or any other movement.
At 3rd level the increase is 2 feet and increases by 2 feet every level up to level 13.
Wind Armor
You have been given a boon by your God of armor made of wind. Starting at 9th level, you are surrounded by tornado force winds (300 MPH) that tightly hug your body. These winds blow across your body and out from you body to either push weapons aside or push back against their impact to lesson damage. Because Wind Armor can redirect the impact point of any weapon, critical hits are negated. These winds grant a AC of 18 at 9th level and increase by 1 AC point every 2 levels up to level 19. Because of the armor ability to push out against blunt attacks or redirect piercing or slashing attacks, damage taken is reduced by 1 point per level starting at level 9 through 19. In addition, Wind Armor is weightless, so no encumbrance.
Use Wind Magic
By 13th level, you have learned enough about the workings of wind magic that you can use any wind spell of any class as if you were 13th level in the wind spell casters class. You ignore all class and race requirements on the use of wind magic. This ability increases as you level up past level 13.
Savage Sciracco
When you reach 17th level, your affinity with the wind has made your hands faster and more powerful when sneak attacking as if blown by the wind. Once per encounter, per creature, if you are able to make a sneak attack, you make it and double the damage.
Previous Versions
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