Base Class: Fighter
A skilled warrior who is able to use the wind to increase his fighting abilitys in the field. His proficiency with air slashing and fast movements mave him allow to fight enemys in close combat., you can use the wind as your weapon, infuse his power on your attacks and manipulate it to your own profit.
Recomended stats: Strenght or Dexterity and Wisdom.
Its a melee subclass, you dont need any specific weapon to use your mechanics
This Subclass is highly inspired in Yasuo the League of Legends champion as you can see. The point i tried to make in thi subclass is an agressive fighter with some new fighting mechanics.
This Class is based in your tornado skill, Steel tempest, a skill that scales with you level, another mechanic that you will explode is the Prone statatus what is missapreciated in 5e in my opinion.
When you reach high levels in this subclass the amount of damage you can make its really dangerous even for a big boss.
I hope people enjoy this Subclass and try it, i know my english is not perfect and i hope you dont care about it.
I would like to read your comments and suggestions!!
Steel Tempest
At level 3 you are able to infuse wind in your weapon, In your next attack action you use one of your wind infusion to transform the melee attack into a 20 feet range attack without melee disadventage launching a 5 feet tornado in a 20 feet straight lane making 1d8 of Slashing damage. The first creature hit by this attack receive the weapon damage and the tornado damage, the others only receive the 1d8 damage.
Every enemy creature Huge or lower must surpass a strenght save throw or be knocked prone. If they save the roll they receive the half damage and they dont take the effect.
The DC is: 8 + Proficiency Bonus + Strength or Dexterity
The skill damage increase to 2d8 at lvl 7, 3d8 at lvl 10 and 4d8 at lvl 18.
Sweeping Blade
At level 3 you acquire de help of the wind to move between the enemies in the battlefield, when you make the attack action you win 10 feet of extre movement and you can move throw enemies.
Wall of wind
At level 7 you master the form of the wind and as reaction before know the result of the dice, you can make a Wall of wind of 5 feets, between you and your enemies, this wall grants you +2 AC and make all physical ranged attacks dissapear and impose disadventage in magic ones, if its a area spell, the creatures behind the wall have adventage against the effect of the spell.
If a spell is bigger than the wall, the wall automatically dissapears.
The wall area scales with your fighter lvl, beeing 10 ft at lvl 9, 20 ft at lvl 13 and 40 ft at lvl 17.
Last Breath
At level 10 the wind encourages you and give you strenght and speed allowing you to hit a destroying serie of strikes , when someone is knocked prone you can automatically teleport 30 feet to them and make an extra melee attack. When you do this gain extra bonus damage equal your Strength or Dexterity modifier to your damage dice.
If the creature cant be prone you can use this action to try to restrain them until the end of your turn.
The DC is: 8 + Proficiency Bonus + Strength or Dexterity
You only can make 1 Last breath for turn
You make 2 extra attacks at lvl 15, and 3 extra attacks at lvl 18.
One with the wind
At level 15 wind flows perfectly in your hands and weapons allowing you to make deathly attacks, all your damage became magical.
In the extra attacks of last breath you make a critical strike with 19.
Infinity Edge
At level 18 you completely master the wind and his secrets, and that makes your critical hits deals more damage, making your weapon dices are counted 2 times.
Previous Versions
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5/17/2021 12:21:16 AM
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5/17/2021 9:19:08 PM
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5/18/2021 6:48:24 PM
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5/18/2021 7:06:33 PM
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5/18/2021 7:18:35 PM
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3/7/2022 6:39:33 PM
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