Fighter
Base Class: Fighter

Born among the peaks towering mountains, Tengu built their settlements and laid claim to the mountain regions of the worlds. To protect their territory, they trained an elite fighting force known as the Tengu Knights. These lethal warriors of the sky combined Tengu magic with their martial abilities to put down any who thought to take the mountains from their rightful owners.

Not all Tengu Knights are of the Tengu race. On very rare occasions, an outsider such as a human or other humanoid race would be taking in and trained as if they were a Tengu themself.

Tengu Magic

Starting at 3th level, you are able to summon the magic of the Tengu. You can cast the following spells listed below, some spells can not be cast until you reach certain levels in this class. You require no spell slots or material components for these spells. You can only cast these spells once, each, and must finish a long rest before you can do so again. You also learn the cantrip gust and can cast it at will.

Fighter Level Spell

3rd

gust of wind
3rd

warding wind

5th

wind wall

9th

control winds

12th

wind walk


Wisdom is your spellcasting ability for these spells. While you have any one of these spells active, your concentration on the spell can not be broken by taking damage. All other rules of concentration still apply.

Tengu Senses

When you choose this archetype at 3rd level, you gain proficiency in perception. When you make an ability check using this skill, your proficiency bonus for the roll is doubled. Also, you can see as far out as 10 miles, you can make out even fine details of clothing, or read the letters on a piece of paper. You also gain a powerful sense of smell, able to track a scent from 1 mile away.

You gain advantage on Perception checks that rely on sight and smell.

You also can speak and read Tengu.

Deadly Accuracy

When you choose this archetype at 3rd level, you gain the ability to take the aim action with a melee weapon as a bonus action on your turn. The crit range for your next attack after taking the aim action becomes 18 for that one attack.

Tengu’s Vigilance

At t 7th level, your senses are so sharp that you can not be surprised. Whether you are walking along the road or sleeping, you remain aware of your surroundings. Creatures who are hidden from you, or are invisible, do not gain advantage on attack rolls made against you.

Also, on the first round of combat, if a creature takes its turn before you, you can use your reaction at the start of that creature’s turn to move up to your speed before the creature can act. If you get within 5 feet of the creature whos turn you moved on by the end of your movement, you can make one melee attack against that creature. If the attack hits, the creatures speed becomes 0 until the end of their turn.

Master of the Wind

At 10th level, you can not be moved or knocked down by spells, abilities, or effects that would try to do so by using wind(or air pressure). Also, whenever you fall from a height of 10 feet or more, you always are considered under the Feathfall spell effect.

Warrior of the Wind

At 15th level, you gain the ability to fly like a tengu. You have a flying speed equal to your walking speed, wearing heavy armor does not impede your flying speed.

Also, you can cast your Gust of Wind and Warding Wind three times each before you must finish a long rest to cast them again

Tengu Elite

At 18th level, your concentration on any of your Tengu spells can not be broken by taking damage. You also gain the ability to cast Gust of Wind and Warding Wind at will, and your other Tengu spells you can cast three times each before taking a long rest.

You also gain the following spells to add to your Tengu spell list, and you can cast these spells once per long rest.

Tengu Spells
Fighter Level   Spell
18th   freedom of movement
18th   whirlwind
18th   control weather(the wind options only)
19th   foresight

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