Fighter
Base Class: Fighter

Heralding the great storm. A tempest knight Holds a Deep connection to the element of Wind. They always seek a way to achieve greater feats of speed so that they can grow closer to the wind itself.  Tempest knights are able to channel the element of storm by pushing their bodies to such speed that wind and thunder follows in their wake.

To become a tempest knight one must have a connection to the plane of air as well as an affinity for it. Some say that those who are born of humans who have been trapped there began this line of warriors.

Like a hurricane

Calm before the storm
at third level.
You have begun to allow the element of air to suffuse your body, you gain the following benefits.

you gain resistance to lightning and thunder damage

You can use Dexterity instead of Strength for Unarmed/ natural weapon attacks and damage

Your gain a walking speed bonus in feet equal to 1/2 of your fighter level. (Rounded down) multiplied by 5

at 12th level you can move across vertical surfaces and across liquids without falling during the move. 

Your save dc for your tempest knight abilities is  8+your proficiency bonus + your dexterity modifier.

Against the wind

at third level.
You are capable of emitting a Blast of wind from your hands.
While you have a free hand you can use a bonus action to create a line  10ft wide 60ft long of wind Each creature and free standing object within the line must make a Strength saving throw or be hurled X feet away from you and be knocked prone. The distance = your Dexterity modifier times 5. if a creature or object hits a wall or some other object blocks they take 2d6 bludgeoning damage for every 10 ft they were hurled.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. 

You can use this ability. A number of times equal to your constitution modifier. Regain all uses on a short or long rest.

Thunder and lightning

The speed of your attacks are as fast as the wind. Your unarmed strikes/natural weapons gain +1 to attacks and damage rolls as well as deal an additional 1d10 thunder damage for every 50 ft of base walking speed you have. The sound of these attacks can be heard from up to  300ft away.

As a bonus action you can charge your fist with electricity. The next time you hit with an unarmed Strike deal additional lightning damage equal to your fighter level. The target must then make a constitution saving throw or become paralyzed for 1 minute. A target can make saving throws at the ends of it's turns to end the effect.  You can use this ability a number of times equal to your constitution modifier. Regaining all uses on a short rest

Blowin the wind

You move  with inhuman reflexes aided by the wind  which allows you to avoid danger all together.

When you are subjected to an area of effect which you can see coming,(say a dragons  breath attack or a fireball) or you are targeted by an attack you can see. You can use your reaction to add your dexterity modifier to your ac saving throw/ Ac. If the save is successful/the attack misses you may then move up to half your movement speed. If you move out of the area of effect then you take no damage.

You can use this ability a number of times equal to your constitution modifier. You regain all uses of this ability after a short or long rest

 

Thunderstruck

At 15th level. When taking the Dash action. You may Choose a point that you can see within X feet of you.(X=  your current walking speed. walking speed) Completely merging yourself into the element of air for 1 second, in that moment becoming a living Bolt of lightning. Each creature in a 5ft line between yourself and the point you chose must make a Dexterity saving throw or take Lightning Damage equal to your current walking speed divided by 5, as well as  taking 5d10 thunder damage. A creature takes half damage on a success.  you then Return to your normal state At the point you chose. If in the air you will fall without any other way to stay aloft. Your movement speed is reduced to 0 until the end of your next  turn due to the backlash of this technique. Loud thunder can be heard for 5 miles from your starting location.

You can use This ability 3 times. Consecutive uses within 1 hour reduce your walking speed by half and gives a point of exhaustion until you complete a short or long rest. You regain all uses upon completing a  Long rest.

Rider on the storm

at 18th level. You have fully attuned with the element of air and it is now a part of you. your eyes glow blue and your body courses with electricity, Wind blows outward from you, the intensity determined by your mood.

You gain a flying speed of 90ft along with the Air form trait.
Air Form. You can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

your lightning and thunder resistance become immunity.
The speed reduction from Thunderstruck now only lasts until the beginning of your next turn.

Lastly, While below Half health, Your speed is doubled.

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