Angelic Weapons. The Wind Warrior's weapon attacks are magical. When the they hit with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The Wind Warrior's spellcasting ability is Charisma (spell save DC 17). They can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, conjure elemental (air elemental only), wind wall
Magic Resistance. The Wind Warrior has advantage on saving throws against spells and other magical effects.
Multiattack. The Wind Warrior makes two melee sword attacks without any penalty.
Long sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 18 (4d8) radiant damage.
Whirlwind (recharge 6): Everyone in a 60-foot range must make a DC 14 strength save. On a fail, the creature takes 4d12 bludgeoning damage and flung in a random direction (1d4). On a save, the creature takes half damage and is not flung.
Villain Action: One Villain Action may be made against any creature that causes damage to the Wind Warrior, at the end of that creatures turn.
Buffeting Wind: As a reaction against any creature that causes damage: The target must make a DC 15 Strength saving throw, taking 3d10 thunder damage and be pushed back 10ft. on a failed save, or half as much damage and no push back on a successful one.
Sonic Blast: As a reaction against any creature that causes damage, the Wind Warrior can clang his Longswords together, creating a burst of divine energy that ripples outward from him. Each creature he chooses within a 30 foot, 5 feet wide line, must succeed on a Constitution saving throw or take 3d6 thunder damage, as well as 3d6 radiant damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
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