Fighter
Base Class: Fighter

Martial Winds are adept at weaving around foes by taking the path least resistance and becoming one with the winds. Unleashing many swift blows and manoeuvring through the battlefield with ease.

Level 3: Blade Tempest

When you take an action, you can make an extra attack as a part of the action and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Additionally whenever you hit with a weapon attack, you can cause it to deal Lightning damage rather than its normal damage type.

Level 3: One With The Winds

You are naturally attuned to the flow of the winds, you gain the following benefits.

Flow of the winds. When you make a weapon attack, you can teleport up to 10 feet before or after each attack to an unoccupied space you can see. You may choose to forgo the attack after teleporting.

Naturally attuned. You gain proficiency in one skill of your choice: Nature, or Survival.

Whisper in the wind. You know the Message spell. Intelligence is your spellcasting ability for it.

Level 7: Gale Rush

When you use second wind, you can make one extra attack as a part of your next action later on the same turn. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Level 10: Arms Of The Storm

You are able to quickly pivot from target to target. When you make a weapon attack, you can target two creatures within range. Make an attack and damage roll for each creature.

Level 15: Greater Storm

You gain the following benefits.

 Squall. When you make an extra attack as a result of the Blade Tempest and Gale Rush features, you can add your ability modifier to the damage of that attack.

Greater Current. When you use One With The Wind to teleport you can teleport 20 feet instead of 10 feet.

Ride The Winds. You have a Fly Speed of 30 feet and can hover.

Level 18: Living Tempest

You become a living storm, giving you these benefits.

Storm Physique. You are immune to Lightning damage.

Eye Of The Storm. As a part of your action you surround yourself in a 10-foot Emanation of storm. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can choose for it to take 3d8 Lightning damage. A creature makes this save only once per turn.

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