Largely based off the use of a monks ki, attempted to make something interesting. Let me know if its something you'd try or let a pc try?
Windborn Class Features As a windborn you gain the following class features. Hit Dice: 1d8 per level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Windborn level after 1st
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none Weapons: Simple Weapons, Natural Weapons Tools: any one type of artisan's tools or any one musical instrument of your choice Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Intimidation, and Stealth
Equipment You start with the following items, plus anything provided by your background. • (a) a Shortsword or (b) any simple weapon • (a) a Dungeoneer's Pack or (b) an Explorer's Pack • 10 darts Alternatively, you may start with 5d4 gp to buy your own Equipment..
Class Features
Winged Warrior Starting at 1st level, you have a pair of wings jutting from your shoulder blades. You can choose to fly without using an action. You can fly with your full weight that you can carry walking.
Bladed wings Starting at 1st level, your wings can be considered a melee weapon. These are also natural weapons, which you can use to make unarmed strikes. This attack deals an amount of slashing damage equal to 1d4 + your Strength modifier.
Unarmored Defense While you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus.
Adaptation At 1st level, your natural adaptation gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Windborn levels, as shown in the Adaptation column of the Windborn table. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action assuming you haven't already taken a bonus action this turn.
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain levels. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Soul Starting at 2nd level, your training allows you to harness the mystic energy of the Soul. Your access to this energy is represented by a number of soul points. Your Windborn level determines the number of points you have, as shown in the Soul Points column of the Adaptation table. You can spend these points to fuel various soul features. You start knowing three such features: Flurry of Blows, Step of the Wind, and Quill Rain. You learn more soul features as you gain levels in this class. When you spend a soul point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended soul back into yourself. You must spend at least 30 minutes of the rest meditating to regain your soul points. Some of your soul features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Soul save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 soul point to make two unarmed strikes as a bonus action. Step of the Wind You can spend 1 soul point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Quill Rain You may use 2 soul points as an action to make a special attack with your wings to each creature in a 20-foot cone, firing magical quills in the area. On a failed save (save DC = 8 + your proficiency bonus + your Wisdom modifier), targets take 2d6 damage, taking half on a success. The damage done by this feature increases to 5d6 at 10th level and to 8d6 at 20th level. You can use this feature once per long rest without spending soul points, or you can spend 2 soul points for each use after the first. You can spend soul points to use this ability a number of times equal to half your Adaptation level. Quill Rain damage type may change depending on Way chosen.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may use the optional feat mechanic to choose a feat instead.
Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike Starting at 5th level, you can interfere with the flow of the soul in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 soul point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Soul Strike Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Winged Charge Starting at 6th level, you may make a special charge attack. You must move at least half your full fly distance and be flying before you attack. Make a melee weapon attack. This attack deals an extra damage die of the type your weapon uses. You can do this once per long rest and spend 4 soul points to use it again after the first use up to a number of times equal to half your armed with wings level. One extra damage die is added at 12th and 18th level.
Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body At 10th level, your mastery of the soul flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon Starting at 13th level, you learn to touch the soul of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul Beginning at 14th level, your mastery of the Soul grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 soul point to reroll it and take the second result.
Timeless Body At 15th level, your soul sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body Beginning at 18th level, you can use your action to spend 4 soul points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 soul points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self At 20th level, when you roll for initiative and have no soul points remaining, you regain 4 soul points
True Wings Once you reach 20th level, your wings become incredibly powerful when flying at full strength, allowing you to make a dash to double your movement speed as a bonus action a number of times equal to your Constitution modifier every long rest.
Paths of the Way (Chosen at 3rd level)
Way of the Scale Languages You can speak, read, and write Draconic.
Draconic Bloodline Your wings and innate magic comes from trickles of draconic magic that was passed down with the blood of your ancestors. Most often, Windborns with this origin trace their descent back to a mighty Dragon of ancient times. Some of these bloodlines are well established in the world, but most are obscure. Any given Windborn could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 3rd level, your hit point maximum increases by 1. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. . Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. You have resistance to Slashing and Bludgeoning damage. You have resistance to the damage type associated with your draconic ancestry.
Dragon Claw Technique Starting when you choose this way at 3rd level, your Flurry of Blows is changed to Flurry of Claws. Scales run down your arms to your fingertips, protruding over to create pseudoclaws which can be infused with your ancestors damage type. Your unarmed melee attacks deal an additional 1d4 damage of the chosen type. This increases to 1d6 at 7th level, 2d4 at 12th level, and 2d8 at 18th level.
Draconic Perseverance: At 3rd level your body becomes covered in scales. You gain a +1 bonus to your armor class. This increases to +2 at 7th level, +3 at 12th level, and +4 at 18th level. Quill Rain becomes Scale Rain Scale Rain You may use 2 soul points as an action to make a special attack with your wings to each creature in a 20-foot cone, firing magical scales in the area. On a failed save, targets take 2d8 + your Dexterity modifier in damage, taking half on a success (save DC = 8 + your proficiency bonus + your Wisdom modifier). The damage done by this feature increases to 4d8 + DM at 10th level and to 8d8 + DM at 20th level. You can use this feature once per long rest without spending soul points, or you can spend 2 soul points for each use after the first. You can spend soul points to use this feat a number of times equal to half your Adaptation level. Scale Rain damage type is associated with your draconic ancestry.
Dragons Soul At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Adaptation level. You must finish a long rest before you can use this feature again.
Whirlwind Attack At 12th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Wing Storm Starting at 16th level you can use an action to furiously beat your wings, creating a vicious wind. Each creature within 15 feet must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and be knocked prone. You can then fly up to half your flying speed. This uses your movement action.
Draconic Devastation Beginning at 19th level, you can concentrate and send out a powerful blasting attack with a flap of your wings. Any creatures in a 30 foot cone must make a Dexterity saving throw. If it fails, this attack deals 10d8 damage, dealing half damage on a success. This takes an attack action to use. You may use this feat once per long rest. You may use 7 soul points to use it again after the first, with each use after requiring +1 soul point. The damage type is associated with your draconic ancestry.
Way of the Seraphim Languages You can speak, read, and write Celestial
Manifestation of Light Seraphim are nearly identical to humans, with a few major exceptions. They often appear graceful, ageless, and androgynous. They retain their angelic wings, although they have lost their ability to fly for extended periods of time. They also are always extremely fair skinned, with very soft, wavy hair, usually light brown or blonde. Sometimes they retain their glowing white eyes, but generally they have brown or blue eyes. They always have a very faint, golden aura surrounding them, illuminating their surroundings. (You emit a warm, righteous light. This light is dim light, extending 15ft. away from you. Allies within your light gain half the bonus from your Aura of Faith. You can choose to diminish this light at will.)
Quill Rain becomes Radiance
Radiance Starting at 3rd level, your Adaptation now effects ranged weapons but not unarmed strikes. You may use 1 soul and an action to create 1d6 (maximum hold count of 20) glowing, radiant feathers from your wings. These feathers count as ammunition and last until they are used. Bladed Wings is no longer considered an unarmed strike, but now counts as a ranged magical weapon.
Flurry of Blows becomes Flurry of Feathers
Flurry of Feathers
Immediately after you take the Attack action on your turn, you can spend 1 soul to make two ranged weapon attacks as a bonus action.
Aura of Faith While you are not wearing armor or carrying a shield, you are constantly under the effects of the "Shield of Faith" spell.
Leap of Faith Beginning at 1st level, in times of great turmoil you may use your wings to fly a short distance. Once per long rest, you may use your movement to move up to 60ft. while flying. You must end your movement on solid ground. For example, you could use this feature to fly across a broken stone bridge, traverse a 50ft. chasm, or make a hasty escape from an enemy.
Healing Hands Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your level × 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature , you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. This feature has no effect on undead and constructs.
Channel Divinity Your blood allows you to channel divine energy to fuel magical effects. Starting at 3rd level, you can use Channel Divinity. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. You may spend 6 Soul Points to use it once more, with a maximum of two times a day before a short or long rest. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Windborn spell save DC. You gain the following two Channel Divinity options: -Sacred Weapon As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). This can apply to natural weapons. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Allies in the bright light radius receive full benefit from your Aura of Faith for the duration of this spell. -Turn the Unholy As an action, you begin to emit a blinding light and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Divine Smite Beginning at 6th level, when you hit a creature with a melee weapon attack you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Sacrifice Beginning at 9th level, if an allied creature within 15 feet of you is hit, you may use your reaction to fly to them and attempt to block with your wings. Make a Dexterity saving throw. On a success you take half damage and allied creature takes 0. On a fail, you take half damage and allied creature takes full damage. You may only use this 1 x your Windborn level, to a maximum of 6. Once you have expended this ability, you can’t use it again until you finish a short or long rest.
Mass Cure Wounds At 12th level, you are finally attuned to your celestial power. A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.
Anger of a Gentle Soul At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your windborn level. Once you use this ability, you can’t use it again until you finish a short or long rest.
Avatar of the Soul Starting at 20th level, you can call on all of your celestial power to take on the form of the divine. Your body begins to radiate a blinding, righteous light as you are engulfed in radiant energy. All damage you do while this spell is in effect is considered radiant. Any creature hostile to you that moves to a space within 10 feet of the you for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 5d8 radiant damage on a failed save, or half as much damage on a successful one. This spell costs 3 Soul Points at the start of each of your turns. This spell can be ended early.
Way of Blood Quill Rain becomes Darkness Darkness Using 1 soul, you are able to cast magical darkness from a point you choose, spreading within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Vampiric Bloodline At 3rd level, you gain resistance to necrotic damage. You are permanently under the effects of the Levitate spell. This effect can be dispelled for up to 5 minutes. You are considered undead.
Regeneration At 3rd level, you regain 1 hit point per level at the start of your turn if you have at least 1 hit point and aren't in direct sunlight. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. If you are in darkness, this trait is doubled for the duration.
Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
Hunger Strike At 3rd level, you make an unarmed melee strike against a target. Make an attack roll, on a hit the attack deals 1d4 slashing damage. The target must succeed a Dexerity saving throw (DC = 10 + your Dexterity modifier) or become grappled.
Vampiric Bite At 3rd level, you are able to bite an enemy as a melee attack on a willing creature, a creature that is grappled, incapacitated, or restrained. If you have grappled an enemy this turn, you may use this as a bonus action. This bite deals 1d6 piercing damage plus 1d6 necrotic damage and restores half the damage rounded down in hit points to you. You add your charisma modifier or dexterity modifier to the damage roll. The Vampire Bite attack counts as magical. At 5th level the bite damage is increased to 2d6 damage, at 11th level, 3d6, at 18th level, 4d6. A humanoid slain in this way can be resurrected the following night as a vampire spawn, loyal to you. If the enemy is bleeding, damage is increased to 1d10 piercing and 1d10 necrotic.
Vampire Sight At 3rd level, you gain darkvision out to 60 feet, and can see in complete darkness (including magical) up to 30 feet.
Master of Shadows At 5th level, you have advantage on stealth and sleight of hand rolls in dim or dark light.
Blood Lust At 6th level, on a successful hit with an unarmed melee strike that does piercing or slashing damage, the target of the attack takes an additional 1d4 damage of the same type and is now bleeding. In addition the target must make a constitution save equal to 8 + your proficiency bonus + your strength or dexterity modifier or continue to bleed for 3 rounds. The target takes an additional 1 damage of the same type at the beginning of each of its turns while it is bleeding but can repeat the saving throw at the end of each of its turns during the 3 rounds. This damage continues until the creature heals any hit points or spends an action to tend to the wound. Bleeding doesn't stack multiple times. Constructs, undead, creatures without blood or other fluids with which are required to stay alive, or creatures resistant or immune to slashing or piercing cannot bleed and are immune to this ability. At 14th level, the additional damage die become 1d6.
Mundane Resistance At 6th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When not wearing armor you gain +2 to your natural AC.
Evasion At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning breath or a fireball spell. When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeeds on the saving throw, and only half damage if you fails.
Spider Climb At 9th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You may drop on a creature from above and gain advantage on the next attack roll on this creature.
Children of the Night At 12th level, for 5 hit points you can magically summon 1d4 bats and 1d4 wolves. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 10 minutes, until you die, or you dismiss them as a bonus action. At 15th level, you may summon 1d4 Dire Bats and 1d4 Dire Wolves. You can use this ability an amount equal to your proficiency modifier. You may not have more then 8 allies summoned in this way. You regain all uses of this feature when you finish a short or long rest.
Hemophilia At 12th level you can spend 10 hit points to curse a hostile creatures blood with a Hex. If the target is bleeding, this cost is halved. You may target one creature within 10 feet of you. This spell lasts until dispelled, or you are out of combat. You and any ally creature who hits target hostile creature gain 1d4 health when they hit this enemy with any melee attack while this spell is in effect. The hit point cost of this ability increases +5 for each level after 12th.
Charm At 15th level, you gain the following ability: Charm. For 15 hit points or 1 soul point, you target one humanoid you can see within 30 feet of you. If the target can see the you, the target must make a Wisdom saving throw (DC 10+ your Wisdom modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you go unconscious, are on a different plane of existence than the target, or take a bonus action to end the effect. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you finish a short or long rest.
Mist Form At 15th level, when your hit points fall below ten percent, you fall under the effects of its Mist Form. You can end the effect as a free action or sustain it for up to 1 hour. While in Mist Form you cannot take damage from physical or magical attacks or deal damage, your weightless, have a flying speed is 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through the space, the Mist Form can do so without squeezing. Sunlight reverts the you from Mist Form. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you complete a short or long rest.
Blood Magic At 17th level, your Children of the Night, Darkness, Charm, and Mist Form abilities may now be used in spell slots. Hemophilia's cost is permanently halved.
weird, after searching forever I finally see what you mean. changed the extra attack feature. thanks for the feedback, but slightly more description where the issue was would have helped me understand <3
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Largely based off the use of a monks ki, attempted to make something interesting. Let me know if its something you'd try or let a pc try?
Windborn
Class Features
As a windborn you gain the following class features.
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Windborn level after 1st
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: Simple Weapons, Natural Weapons
Tools: any one type of artisan's tools or any one musical instrument of your choice
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Intimidation, and Stealth
Equipment
You start with the following items, plus anything provided by your background.
• (a) a Shortsword or (b) any simple weapon
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• 10 darts
Alternatively, you may start with 5d4 gp to buy your own Equipment..
Class Features
Winged Warrior
Starting at 1st level, you have a pair of wings jutting from your shoulder blades. You can choose to fly without using an action. You can fly with your full weight that you can carry walking.
Bladed wings
Starting at 1st level, your wings can be considered a melee weapon. These are also natural weapons, which you can use to make unarmed strikes. This attack deals an amount of slashing damage equal to 1d4 + your Strength modifier.
Unarmored Defense
While you are not wearing armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus.
Adaptation
At 1st level, your natural adaptation gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Windborn levels, as shown in the Adaptation column of the Windborn table.
When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action assuming you haven't already taken a bonus action this turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain levels.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Soul
Starting at 2nd level, your training allows you to harness the mystic energy of the Soul. Your access to this energy is represented by a number of soul points. Your Windborn level determines the number of points you have, as shown in the Soul Points column of the Adaptation table.
You can spend these points to fuel various soul features. You start knowing three such features: Flurry of Blows, Step of the Wind, and Quill Rain. You learn more soul features as you gain levels in this class.
When you spend a soul point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended soul back into yourself. You must spend at least 30 minutes of the rest meditating to regain your soul points.
Some of your soul features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Soul save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 soul point to make two unarmed strikes as a bonus action.
Step of the Wind
You can spend 1 soul point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Quill Rain
You may use 2 soul points as an action to make a special attack with your wings to each creature in a 20-foot cone, firing magical quills in the area. On a failed save (save DC = 8 + your proficiency bonus + your Wisdom modifier), targets take 2d6 damage, taking half on a success. The damage done by this feature increases to 5d6 at 10th level and to 8d6 at 20th level. You can use this feature once per long rest without spending soul points, or you can spend 2 soul points for each use after the first. You can spend soul points to use this ability a number of times equal to half your Adaptation level.
Quill Rain damage type may change depending on Way chosen.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You may use the optional feat mechanic to choose a feat instead.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of the soul in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 soul point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Soul Strike
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Winged Charge
Starting at 6th level, you may make a special charge attack. You must move at least half your full fly distance and be flying before you attack. Make a melee weapon attack. This attack deals an extra damage die of the type your weapon uses. You can do this once per long rest and spend 4 soul points to use it again after the first use up to a number of times equal to half your armed with wings level. One extra damage die is added at 12th and 18th level.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the soul flowing through you makes you immune to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the soul of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of the Soul grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 soul point to reroll it and take the second result.
Timeless Body
At 15th level, your soul sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 4 soul points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 soul points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no soul points remaining, you regain 4 soul points
True Wings
Once you reach 20th level, your wings become incredibly powerful when flying at full strength, allowing you to make a dash to double your movement speed as a bonus action a number of times equal to your Constitution modifier every long rest.
Paths of the Way (Chosen at 3rd level)
Way of the Scale
Languages
You can speak, read, and write Draconic.
Draconic Bloodline
Your wings and innate magic comes from trickles of draconic magic that was passed down with the blood of your ancestors. Most often, Windborns with this origin trace their descent back to a mighty Dragon of ancient times. Some of these bloodlines are well established in the world, but most are obscure. Any given Windborn could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 3rd level, your hit point maximum increases by 1. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. .
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. You have resistance to Slashing and Bludgeoning damage.
You have resistance to the damage type associated with your draconic ancestry.
Dragon Claw Technique
Starting when you choose this way at 3rd level, your Flurry of Blows is changed to Flurry of Claws. Scales run down your arms to your fingertips, protruding over to create pseudoclaws which can be infused with your ancestors damage type. Your unarmed melee attacks deal an additional 1d4 damage of the chosen type. This increases to 1d6 at 7th level, 2d4 at 12th level, and 2d8 at 18th level.
Draconic Perseverance:
At 3rd level your body becomes covered in scales. You gain a +1 bonus to your armor class. This increases to +2 at 7th level, +3 at 12th level, and +4 at 18th level.
Quill Rain becomes Scale Rain
Scale Rain
You may use 2 soul points as an action to make a special attack with your wings to each creature in a 20-foot cone, firing magical scales in the area. On a failed save, targets take 2d8 + your Dexterity modifier in damage, taking half on a success (save DC = 8 + your proficiency bonus + your Wisdom modifier). The damage done by this feature increases to 4d8 + DM at 10th level and to 8d8 + DM at 20th level. You can use this feature once per long rest without spending soul points, or you can spend 2 soul points for each use after the first. You can spend soul points to use this feat a number of times equal to half your Adaptation level. Scale Rain damage type is associated with your draconic ancestry.
Dragons Soul
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Adaptation level. You must finish a long rest before you can use this feature again.
Whirlwind Attack
At 12th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Wing Storm
Starting at 16th level you can use an action to furiously beat your wings, creating a vicious wind. Each creature within 15 feet must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and be knocked prone. You can then fly up to half your flying speed. This uses your movement action.
Draconic Devastation
Beginning at 19th level, you can concentrate and send out a powerful blasting attack with a flap of your wings. Any creatures in a 30 foot cone must make a Dexterity saving throw. If it fails, this attack deals 10d8 damage, dealing half damage on a success. This takes an attack action to use. You may use this feat once per long rest. You may use 7 soul points to use it again after the first, with each use after requiring +1 soul point. The damage type is associated with your draconic ancestry.
Way of the Seraphim
Languages
You can speak, read, and write Celestial
Manifestation of Light
Seraphim are nearly identical to humans, with a few major exceptions. They often appear graceful, ageless, and androgynous. They retain their angelic wings, although they have lost their ability to fly for extended periods of time. They also are always extremely fair skinned, with very soft, wavy hair, usually light brown or blonde. Sometimes they retain their glowing white eyes, but generally they have brown or blue eyes. They always have a very faint, golden aura surrounding them, illuminating their surroundings.
(You emit a warm, righteous light. This light is dim light, extending 15ft. away from you. Allies within your light gain half the bonus from your Aura of Faith. You can choose to diminish this light at will.)
Quill Rain becomes Radiance
Radiance
Starting at 3rd level, your Adaptation now effects ranged weapons but not unarmed strikes. You may use 1 soul and an action to create 1d6 (maximum hold count of 20) glowing, radiant feathers from your wings. These feathers count as ammunition and last until they are used. Bladed Wings is no longer considered an unarmed strike, but now counts as a ranged magical weapon.
Flurry of Blows becomes Flurry of Feathers
Flurry of Feathers
Immediately after you take the Attack action on your turn, you can spend 1 soul to make two ranged weapon attacks as a bonus action.
Aura of Faith
While you are not wearing armor or carrying a shield, you are constantly under the effects of the "Shield of Faith" spell.
Leap of Faith
Beginning at 1st level, in times of great turmoil you may use your wings to fly a short distance. Once per long rest, you may use your movement to move up to 60ft. while flying. You must end your movement on solid ground. For example, you could use this feature to fly across a broken stone bridge, traverse a 50ft. chasm, or make a hasty escape from an enemy.
Healing Hands
Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your level × 10.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature , you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. This feature has no effect on undead and constructs.
Channel Divinity
Your blood allows you to channel divine energy to fuel magical effects. Starting at 3rd level, you can use Channel Divinity. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. You may spend 6 Soul Points to use it once more, with a maximum of two times a day before a short or long rest.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Windborn spell save DC.
You gain the following two Channel Divinity options:
-Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). This can apply to natural weapons.
The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Allies in the bright light radius receive full benefit from your Aura of Faith for the duration of this spell.
-Turn the Unholy
As an action, you begin to emit a blinding light and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Divine Smite
Beginning at 6th level, when you hit a creature with a melee weapon attack you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Sacrifice
Beginning at 9th level, if an allied creature within 15 feet of you is hit, you may use your reaction to fly to them and attempt to block with your wings. Make a Dexterity saving throw. On a success you take half damage and allied creature takes 0. On a fail, you take half damage and allied creature takes full damage. You may only use this 1 x your Windborn level, to a maximum of 6. Once you have expended this ability, you can’t use it again until you finish a short or long rest.
Mass Cure Wounds
At 12th level, you are finally attuned to your celestial power. A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.
Anger of a Gentle Soul
At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your windborn level. Once you use this ability, you can’t use it again until you finish a short or long rest.
Avatar of the Soul
Starting at 20th level, you can call on all of your celestial power to take on the form of the divine. Your body begins to radiate a blinding, righteous light as you are engulfed in radiant energy. All damage you do while this spell is in effect is considered radiant. Any creature hostile to you that moves to a space within 10 feet of the you for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 5d8 radiant damage on a failed save, or half as much damage on a successful one. This spell costs 3 Soul Points at the start of each of your turns. This spell can be ended early.
Way of Blood
Quill Rain becomes Darkness
Darkness
Using 1 soul, you are able to cast magical darkness from a point you choose, spreading within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Vampiric Bloodline
At 3rd level, you gain resistance to necrotic damage. You are permanently under the effects of the Levitate spell. This effect can be dispelled for up to 5 minutes.
You are considered undead.
Regeneration
At 3rd level, you regain 1 hit point per level at the start of your turn if you have at least 1 hit point and aren't in direct sunlight. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. If you are in darkness, this trait is doubled for the duration.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
Hunger Strike
At 3rd level, you make an unarmed melee strike against a target. Make an attack roll, on a hit the attack deals 1d4 slashing damage. The target must succeed a Dexerity saving throw (DC = 10 + your Dexterity modifier) or become grappled.
Vampiric Bite
At 3rd level, you are able to bite an enemy as a melee attack on a willing creature, a creature that is grappled, incapacitated, or restrained. If you have grappled an enemy this turn, you may use this as a bonus action. This bite deals 1d6 piercing damage plus 1d6 necrotic damage and restores half the damage rounded down in hit points to you. You add your charisma modifier or dexterity modifier to the damage roll. The Vampire Bite attack counts as magical. At 5th level the bite damage is increased to 2d6 damage, at 11th level, 3d6, at 18th level, 4d6. A humanoid slain in this way can be resurrected the following night as a vampire spawn, loyal to you.
If the enemy is bleeding, damage is increased to 1d10 piercing and 1d10 necrotic.
Vampire Sight
At 3rd level, you gain darkvision out to 60 feet, and can see in complete darkness (including magical) up to 30 feet.
Master of Shadows
At 5th level, you have advantage on stealth and sleight of hand rolls in dim or dark light.
Blood Lust
At 6th level, on a successful hit with an unarmed melee strike that does piercing or slashing damage, the target of the attack takes an additional 1d4 damage of the same type and is now bleeding. In addition the target must make a constitution save equal to 8 + your proficiency bonus + your strength or dexterity modifier or continue to bleed for 3 rounds. The target takes an additional 1 damage of the same type at the beginning of each of its turns while it is bleeding but can repeat the saving throw at the end of each of its turns during the 3 rounds. This damage continues until the creature heals any hit points or spends an action to tend to the wound. Bleeding doesn't stack multiple times. Constructs, undead, creatures without blood or other fluids with which are required to stay alive, or creatures resistant or immune to slashing or piercing cannot bleed and are immune to this ability.
At 14th level, the additional damage die become 1d6.
Mundane Resistance
At 6th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When not wearing armor you gain +2 to your natural AC.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning breath or a fireball spell. When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeeds on the saving throw, and only half damage if you fails.
Spider Climb
At 9th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
You may drop on a creature from above and gain advantage on the next attack roll on this creature.
Children of the Night
At 12th level, for 5 hit points you can magically summon 1d4 bats and 1d4 wolves. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 10 minutes, until you die, or you dismiss them as a bonus action. At 15th level, you may summon 1d4 Dire Bats and 1d4 Dire Wolves. You can use this ability an amount equal to your proficiency modifier. You may not have more then 8 allies summoned in this way. You regain all uses of this feature when you finish a short or long rest.
Hemophilia
At 12th level you can spend 10 hit points to curse a hostile creatures blood with a Hex. If the target is bleeding, this cost is halved. You may target one creature within 10 feet of you. This spell lasts until dispelled, or you are out of combat. You and any ally creature who hits target hostile creature gain 1d4 health when they hit this enemy with any melee attack while this spell is in effect. The hit point cost of this ability increases +5 for each level after 12th.
Charm
At 15th level, you gain the following ability: Charm. For 15 hit points or 1 soul point, you target one humanoid you can see within 30 feet of you. If the target can see the you, the target must make a Wisdom saving throw (DC 10+ your Wisdom modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you go unconscious, are on a different plane of existence than the target, or take a bonus action to end the effect. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you finish a short or long rest.
Mist Form
At 15th level, when your hit points fall below ten percent, you fall under the effects of its Mist Form. You can end the effect as a free action or sustain it for up to 1 hour. While in Mist Form you cannot take damage from physical or magical attacks or deal damage, your weightless, have a flying speed is 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through the space, the Mist Form can do so without squeezing. Sunlight reverts the you from Mist Form. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you complete a short or long rest.
Blood Magic
At 17th level, your Children of the Night, Darkness, Charm, and Mist Form abilities may now be used in spell slots. Hemophilia's cost is permanently halved.
It gets four attacks per action five levels sooner than a fighter.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
so does the monk? I mean the entire base class is 90% monk
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
weird, after searching forever I finally see what you mean. changed the extra attack feature. thanks for the feedback, but slightly more description where the issue was would have helped me understand <3