Fighter
Base Class: Fighter

After a long time of training with the people of the Elemental Plain of Air or someone else who did, you can use the power of wind to your advantage. Gust Warriors are dedicated and focused due to the difficulty of controlling the wind, but as they grow in strength, these abilities become simple.

Air Control

At 3rd level you gain mild control of the wind around you. As a Gale Knight you can affect the wind in a 20 foot cube around you in the following ways:

-You can change the direction, temperature and velocity of the wind 

-You can move objects that are 5 pounds or less in any direction 

-You can enhance or snuff out a flame

 

Hurricane Push

As an action, you launch yourself forward with a wind blast letting you go a maximum of 20 feet and a minimum of 10 feet in a straight line. During this movement you can not be hit with opportunity attacks. You can then attack after the movement occurs, and you can make the attack with advantage. If hit, the opponent will get knocked back 5 feet

At 7th level the range increases to 40 and at 18th it increases to 60 

This can be used an amount of times equal to your wisdom mod per long rest

Wind Rise

 At 7th level, as a bonus action you can lift yourself into the air. You lift yourself or another creature 5 feet into the air giving disadvantage to all melee attacks but advantage to all ranged attacks. 

Controlled Breathing

At 10th level you can control the breath of you or your allies advantage on persuasion, deception, stealth and athletics checks. You can also use it to stabilize your Allies if they are down from 10 feet away.

You can use this ability an amount of times equal to your wisdom modifier per long rest

Gale Sheild

At 15th level you can use the wind both offensively and defensively. As an action you can give yourself a sheild of wind around you that gives disadvantage to all attacks against you. It last for 2 turns and can be granted to you or an ally.

You can use this ability once per long rest

Breath Tear

At 18th level  you have full control of the air around you and inside of others. As an action you can attempt to rip the breath from the lungs of your enemy.  If the enemy is below 25% they have to make a DC 18 Con save or be killed instantly. If they are above 25% health or make the save they will gain 1 level of exhaustion and take 3d8 slashing damage.

This can be used once per long rest

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