Fighter
Base Class: Fighter

Life is about freedom, and who better to take inspiration from than creatures who go where they please, when they please, as soon as they want to. As a Knight of the Wind you have forged a connection with air elementals, refining itself into magic being weaved into your armor, granting you a myriad of abilities.

Knight of The Wind

Knight of the Wind - 3rd level feature

At this level, you have formed a bond with air elementals that has infused itself into your armor. 

  • You must wear light armor to receive the following benefits - 
    • You can add your Wisdom Modifier to your Initiative.
    • You can add 15 feet to your walking speed
    • An amount of times equal to your Dexterity Modifier, you can use your bonus action to make an attack in addition to your standard action.
    • You have the option to dash as a bonus action.

One with The Wind

One with the Wind - 3rd Level Knight of the Wind feature

Your bond with air elementals has granted you minor benefits, even while unarmored

  • You can understand Primordial, but can only speak Auran
  • You have advantage on perception checks related to sight.

Arcane Charge

Arcane Charge - 7th level Knight of The Wind feature

Your enchanted armor is now imbued with Arcane Charges, and you can add an amount of charges equal to your proficiency bonus + your Dexterity modifier. You may spend these charges to activate abilities relating to your subclass.

Colors of The Wind

7th level Knight of the Wind feature

At this level, you can spend an Arcane Charge as a bonus action to create an afterimage, if you dash as an action. When you dash in this way, enemies make an opportunity attacks against you at disadvantage, unless they have blind fighting or an equivalent skill. 

This afterimage appears solid, but cannot move and objects and creatures can pass through it. You can spend multiple Arcane Charges to create multiple afterimages, though each one must appear in a space where you have walked. It lasts until the end of the next creature's turn, and counts as an enemy to hostile creatures. If you place an afterimage next to a creature in a space you were not occupying before, it must make a Wisdom saving throw equal to {{savedc:dex}}. If it fails it must use its reaction to attack the image, the attack succeeds automatically and reveals the image as fake.

A creature that has blind fighting or blind sense is not fooled by the afterimages.

Air Slice

10th level Knight of the Wind feature

You gain a new feature to spend arcane charges on. 

By spending a charge as a bonus action you can extend the range of your attacks. 

    • Melee attacks - An air current that reaches as far as your movement speed, and deals a magical version of the same type of damage as your weapon (i.e. bludgeoning for hammers/unarmed strikes, slashing for longswords, piercing for rapiers etc.). You can only spend one charge per attack, but spending multiple charges still only costs one bonus action.
    • Ranged attacks - You can shoot the full range, but not past that, without disadvantage. You can only spend one charge per attack, but spending multiple charges still only costs one bonus action.

Turbulence

15th level Knight of the Wind feature

You gain a new feature to spend arcane charges on.

At this level, you may spend a charge to cast the spell fly at 3rd level, and can spend additional charges to bring more creatures airborne with you. 

If one of the creatures is hostile, they can make a Dexterity saving throw equal to {{savedc:dex}}. If they fail, their movement speed is reduced to zero, and they automatically fail saving throws against being pushed. If they succeed they remain on the ground.

Gale Force Winds

18th level Knight of the Wind feature

You gain a new feature to spend arcane charges on.

As a bonus action, you can use as many charges as you want, to add Extra Attacks, to your attack action.

  • For every one of these Extra Attacks that land, you can add 10ft to your walking speed for 1 minute.
  • If these Extra Attacks miss, the target must make a Strength saving throw versus {{savedc:dex}} or be pushed 10 ft.

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