Base Class: Fighter
You now have the ability to use Wind Maneuvers to help you survive attacks and defeat enemies.
Starting at 3rd level, you gain the ability to execute bursts of wind empowered techniques. After a short or long rest gain Breeze Dice equal to your Dexterity modifier. Your Dexterity modifier also serves as your maximum Breeze dice. Use these Breeze dice to execute Wind Maneuvers.
Some of your Wind Maneuvers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Wind Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
You can regain expended Breeze die in two ways:
- When you score a critical hit with a with a finesse weapon you regain 1 Breeze die.
- When you succeed on a Dexterity saving throw regain 1 Breeze die.
Wind Maneuvers:
Gaspless, Slicing Winds, Piercing Winds, Air Step, Refreshing Wind, Whirlwind Leap
Learn Cantrip:
Gust
Fluid Flow (At level 7 you let the wind flow through your soul learning new ways to replenish you Breeze Dice and learn new spells to aide you in battle.)
Flow of Battle:
You can regain an expended Breeze Die each time you hit 3 subsequent melee attacks to a creature.
Zephyr's Call:
The wind speaks to you and teaches you ancient spells at different levels:
- Gust of Wind (level 7)
- Wind Wall (level 9)
- Steel Wind Strike (level 14)
- Investiture of Wind (level 17)
Wind Momentum (At level 10 you are learning more ways the wind can aide you in battle!)
Wind Dash
You can take Dash as a bonus action. After you use any Dash, your next first attack hits with advantage and crits on a 19.
Improved Wind Rush:
Wind Rush now gives you advantage on your next melee attack!
Forceful Piercing Wind:
You have gotten stronger with the power of air, you may upon a successful Piercing Wind attack and on a failed save, push the target 10 feet away from you.
Heightened Senses
The experience gained from using the wind as your ally has steeled your will and sharpened your senses. You can't be surprised, and creatures within 60 feet of you, if they have blood can't benefit from being hidden or invisible against you if they are below half their hit point maximum.
Light as the Wind (At level 15 your affinity with the air element has improved exponentially, you feel the wind as an extension of you that helps you guide your body to avoid attacks and strike your enemies with precision.)
Strong Winded:
You learn to best take advantage of the lightweight equipment you prefer. When wearing light armor and no shield, you add half of your proficiency bonus (rounded down) to your AC plus half of breeze dice available for use (rounded up).
Gale Strike:
When you dash and make an attack you deal additional slashing damage 3d6 that is increases by 2d6 when you reach 18th level (5d6) on hitting and attempt to knock the target prone on the first strike with a Strength saving throw DC of 8 + half your Fighter level.
Last Breath:
You've breathed your last breath as a person, you let the will of the wind to drive you forward. After succeeding on a death saving throw. you can choose to stand up and act as if you had started your turn conscious. You remain conscious until the end of your turn. The first attack you make during this turn is made with advantage and deals an additional 4d10 damage of the weapon's type on a hit. While you have O hit points during this turn, taking damage causes death saving throw failures as normal though three death saving throw failures don't kill you. At the end of your turn you fall unconscious if you still have 0 hit points, or die if you have three death saving throw failures. Once you use this feature, you can't use it again until you complete a long rest.
Wind Blade Master (Once you reach level 18 you are now one with the wind improving old and gaining new abilities to help your allies and decimate your foes.)
Tornado Strike:
Strike twice with your weapon/s with such force that you create a tornado, which has a 20 foot radius and 40 foot height, at the target's location. This tornado becomes difficult terrain for the duration, even for flying creatures. The main target takes 2 (Melee Attack damage) while all creatures in the 20 foot radius must do a Strength saving throw. On a failed save the creature takes 12d6 of force damage and are dragged along by the tornado 30 feet away from you. On a successful save the creature takes half as much damage and isn't dragged away by the tornado. Can be used once per long rest and you can use a Breeze Die to guarantee a hit on the main target.
Air Sphere:
Call upon the wind to help you and your allies that are visible by creating a air sphere around you and your allies. All incoming attacks towards the air sphere are at an disadvantage and if the attack fails to hit are instead redirected to the attacker and deal half of the damage that would have been done. While the air sphere are active all projectiles are redirected away from the intended target. The air sphere lasts for 3 turns and can only be used once per long rest. You can use spend two Breeze Dice to use this action as a bonus action.
Breeze Style
Starting at 3rd level, you gain the ability to execute bursts of wind empowered techniques. After a short or long rest gain Breeze Dice equal to your Dexterity modifier. Your Dexterity modifier also serves as your maximum Breeze dice. Use these Breeze dice to execute Wind Maneuvers.
Some of your Wind Maneuvers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Wind Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
You can regain expended Breeze die in two ways:
- When you score a critical hit with a with a finesse weapon you regain 1 Breeze die.
- When you succeed on a Dexterity saving throw regain 1 Breeze die.
Wind Maneuvers:
Slicing Winds, Piercing Winds, Air Step, Refreshing Wind, Whirlwind Leap, Wind Rush
Learn Cantrip:
Gust
Fluid Flow
At level 7 you let the wind flow through your soul learning new ways to replenish you Breeze Dice and learn new spells to aide you in battle.
Flow of Battle:
You can regain an expended Breeze Die each time you hit 3 subsequent melee attacks to a creature.
Zephyr's Call:
The wind speaks to you and teaches you ancient spells at different levels:
- Gust of Wind (level 7)
- Wind Wall (level 9)
- Steel Wind Strike (level 14)
- Investiture of Wind (level 17)
Wind Momentum
Wind Dash
You can take Dash as a bonus action. After you use any Dash, your next first attack hits with advantage and crits on a 19.
Improved Wind Rush:
Wind Rush now gives you advantage on your next melee attack.
Forceful Piercing Wind:
You have gotten stronger with the power of air, you may upon a successful Piercing Wind attack and on a failed save, push the target 10 feet away from you.
Heightened Senses
The experience gained from using the wind as your ally has steeled your will and sharpened your senses. You can't be surprised, and creatures within 60 feet of you, if they have blood can't benefit from being hidden or invisible against you if they are below half their hit point maximum.
Light as the Wind
At level 10 your affinity with the air element has improved exponentially, you feel the wind as an extension of you that helps you guide your body to avoid attacks and to strike your enemies with precision.
Strong Winded:
You learn to best take advantage of the lightweight equipment you prefer. When wearing light armor and no shield, you add half of your proficiency bonus (rounded down) to your AC plus half of breeze dice available for use (rounded up).
Gale Strike:
When you dash and make an attack you deal additional slashing damage 1d6 that increases by 2d6 when you reach 15th level (3d6) and by 4d6 when you reach 18th level (5d6) on hitting and attempt to knock the target prone on the first strike with a Strength saving throw DC of 8 + half your Fighter level.
Last Breath:
You've breathed your last breath as a person, you let the will of the wind to drive you forward. After succeeding on a death saving throw. you can choose to stand up and act as if you had started your turn conscious. You remain conscious until the end of your turn. The first attack you make during this turn is made with advantage and deals an additional 4d10 damage of the weapon's type on a hit. While you have O hit points during this turn, taking damage causes death saving throw failures as normal though three death saving throw failures don't kill you. At the end of your turn you fall unconscious if you still have 0 hit points, or die if you have three death saving throw failures. Once you use this feature, you can't use it again until you complete a long rest.
Wind Blade Master
Once you reach level 15 you are now one with the wind improving old and gaining new abilities to help your allies and decimate your foes.
Tornado Strike:
Strike twice with your weapon/s with such force that you create a tornado, which has a 20 foot radius and 40 foot height, at the target's location. This tornado becomes difficult terrain for the duration, even for flying creatures. The main target takes 2 (Melee Attack damage) while all creatures in the 20 foot radius must do a Strength saving throw. On a failed save the creature takes 12d6 of force damage and are dragged along by the tornado 30 feet away from you. On a successful save the creature takes half as much damage and isn't dragged away by the tornado. Can be used once per long rest and you can use a Breeze Die to guarantee a hit on the main target.
Air Sphere:
Call upon the wind to help you and your allies that are visible by creating a air sphere around you and your allies. All incoming attacks towards the air sphere are at an disadvantage and if the attack fails to hit are instead redirected to the attacker and deal half of the damage that would have been done. While the air sphere are active all projectiles are redirected away from the intended target. The air sphere lasts for 3 turns and can only be used once per long rest. You can use spend two Breeze Dice to use this action as a bonus action.
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