Base Class: Fighter
A special variation of the Psi-Warrior martial archetype based entirely around the use of wind, instead of psionics. Specifically made for Cielle Velisar, an Air Genasi with an innately heightened connection to the elemental air then most of those of her race.
Instead of tapping into a heightened mental state to utilize psychic abilities, Cielle simply calls upon her natural elemental essence to control and use the air around her. For this reason in specific, this subclass replaces the any use of Intelligence with Constitution.
Wind Reserve
3rd-level Gale Warrior feature
You harbor a wellspring of the elemental air within yourself. This energy is represented by your Air dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel the various wind abilities you have, which are detailed below.
Some of your powers expend the Air die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Air dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Air die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Air dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Air dice.
Protective Gale. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Air die, roll the die, and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you create a small momentary wall of wind to divert the blow.
Whirlwind Strike. You can propel your weapons forward with rushing winds. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it, you can expend one Air die, rolling it and dealing force damage to the target equal to the number rolled plus your Constitution modifier.
Shifting Flurry. You can move an object or a creature with the small swirling gusts of wind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend an Air die to take it again.
Airstream Adept
7th-level Gale Warrior feature
You have mastered new ways to use your wind abilities, detailed below.
Soaring Updraft. As a bonus action, you can propel your forward body using high pressure air currents to lift yourself off the ground. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend an Air die to take it again.
Forceful Blow. When you deal damage to a target with your Whirlwind Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Living Zephyr
10th-level Gale Warrior feature
You've become one with the winds both within and around you, and so now your body can effortlessly move along and even like the gentlest of breezes. You have proficiency in Dexterity saving throws. Moreover, if you start your turn grappled or restrained, you expend an Air die to end every effect on yourself subjecting you to those conditions.
Shielding Cyclone
15th-level Gale Warrior feature
You can surround yourself and others with high speed rotating winds. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Constitution modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend an Air die to take it again.
Relentless Tempest
18th-level Gale Warrior feature
Your ability to use the winds to affect your environment is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Constitution. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend an Air die to cast it again.
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