Base Class: Fighter
A force of nature, the Wind Blessed is a frontline fighter who fights like the hurricane. They are highly mobile and seemingly able to strike at their enemies from any angle or direction. They fight alongside a Wind-bound companion. As their power grows they are even rumoured to be able to meld with their bonded and take to the skies, striking as one with the full wrath and fury of the storm.
Call Companion
Call Companion
At 3rd level, you can use a bonus action to manifest your bound companion making them corporeal until such a time as you wish him returned to their domain. They will appear as a hazy light blue image of your character in an unoccupied space you can see within 15 feet of you.
Your companion has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command your companion to move up to 30 feet in any direction. However, your companion can never exist corporeally at a distance of more than 30 feet from you (at level 10 this become 45 and at level 16 it become 60 feet).
- As a bonus action, you can teleport, magically swapping places with your companion at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, each attack can come from either yourself or your companion.
- You can use your reaction to make opportunity attacks as from either yourself or your echo.
The Wind Unfettered
At 3rd level, you can focus your willpower on your companion to momentarily grant your Companion the ability to make an attack in addition to your own.
You can use this a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.
Avatar of the Wind
At 7th level, you can temporarily merge with your companion granting your flight with 60ft of extra movement. In addition, your merged form is swifter than normal granting you advantage on dexterity saving throws. However, you may not use The Wind Unfettered, nor will you be able to teleport to your companion as while in this form as you are effectively a single entity. This lasts 10 minutes and can be used a number of times equal to your Constitution modifier + Proficiency bonus per long rest. You can end it at any time (requires no action).
Sacrifice
The wind is free and uncaring, tis true, but it is also relentless and cruel. Sometimes a sacrifice must be made. Starting at 10th level, you can make your companion throw themselves in front of an attack. Before the attack roll is made, you can use your reaction to teleport the companion to an unoccupied space within 5 feet of the target of the attack. In the event that an enemy might mortally wound you over the same end turn, your companion will automatically attempt to save you. If you wish for your companion to save another instead of you, make a contested check against the DM to see if they follow you orders.
Once you use this feature, you can't use it again until you finish a short rest.
Third Wind
By 15th level, you've learned to absorb the fading energies of your companion. When a companion of yours is destroyed (not dismissed), you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.
The Unity
After the 18th level, you and your companion have truly become one. You can choose to temporarily share a health pool with your companion (i.e. you may use your hit points to keep a companion alive in an event when they are struck by an enemy and you wish them to continue to exist) note this damage bypasses any resistances you may have and is dealt directly to you.
When you assume Avatar of the Wind gain resistance against all forms of damage, and pick the highest of your two ACs for defending against attack rolls. Deal an addition 1d4 wind element damage on all melee damage roles. You may now use The Wind Unfettered in Avatar form although the attack will originate from your combined form.
In addition, when you roll initiative and have no uses of your feature: The Wind Unfettered, left, you regain one use of that feature.
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