Base Class: Fighter
You have trained in the ways of wind and know how to manipulated to do your bidding. You understand that wind can be directed into a dangerous weapon, and can be sharper than any blade. As you shape the wind around yourself and your weapons, Your fighting becomes equal parts majestic and erratic as you flow from enemy to enemy, projecting gale force winds. Perhaps you gained your abilities as a gift from a wind spirit, or from an ancestor who practices storm magic. You may even simply be such a powerful warrior that the natural world bends to your will. Whatever the case, the force of your attacks carries itself through open air and to the hearts of your enemies.
Flying Strike
At 3rd level, you learn to carry the momentum of your attacks forward into the wind. The reach of your unarmed attacks and melee weapons increases by 5 ft, given that the weapons don't have the heavy property.
Windwave
At 3rd level, you unlock the ability to perform wind attacks. Guiding the air displaced by your weapon allows you to extend to power of your attacks and create bursts of air or gusts of sharp winds. Once per turn, when you make an unarmed strike or melee weapon attack with a weapon that doesn't have the heavy property you can also use a wind attack. You can apply this ability whether you hit the target or not. You also do not have to target another creature. You can instead make your attack against an empty space or an object. The wind attack still functions the same way, except you get to chose its direction depending on where you are facing when the attack is made. The range and shape of these wind attacks change with the damage type of weapon you are using. Creatures in the affected area take damage equal to your weapons damage dice on a failed save, or half as much on a successful save. The target of your initial attack has disadvantage on this save. The Save DC is equal to 8 + Proficiency bonus + Strength or Dexterity (Your choice). You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
Damage Type |
Wind Attack |
---|---|
Slashing |
15 ft. cone originating from you, in the direction of the target (Dex. save) |
Piercing |
30 ft. line originating from you, in the direction of the target (Con. save) |
Bludgeoning |
5 ft. Radius originating from you (Strength. save) |
Starting at 15th level, your wind weapons gain secondary abilities
Damage Type |
Wind Attack |
---|---|
Slashing |
A number of targets equal to half your proficiency bonus (rounded up), are knocked prone if they fail the save, starting with the closest to you. |
Piercing |
The size of the line increases to 40. ft, and you can turn it up to 90 degrees at any point, given that its been at least 10 ft since it last turned |
Bludgeoning |
A number of creatures that failed the save, equal to your proficiency bonus, are knocked 5 ft away from you. |
Enveloping Air
At 7th level, Your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You also gain the ability to manipulate the air flow around your body, treating it as one tangible object,
Glide
As a bonus action, you can direct the air to carry you or assist your . By doing this, you can propel yourself through the air, given you are not wearing heavy armor. When you take this bonus action, your jump distance becomes equal to your walking speed, whether you have a running start or not. You can use this jump distance for both high and long jumps. If take fall damage the next time you land after using this feature, you can subtract a number of feet from the fall height equal to your walking speed. For example. if you were to fall 50 ft, and you had a walking speed of 30 ft, this feature would make the fall deal damage as if it were a 20 ft fall.
Air Veil
As a action you can also wrap yourself in a thin blanket of air. This layer lasts for an hour. During the duration, you can breath this air. The veil does allow physical objects, magic, and other effects to pass through it, but nothing will be allowed through if it affects your ability to breath. Alternatively you can select another creature that needs to breath within a range of 30 feet, and apply this effect to them. The effect ends if you are incapacitated. Once you use this feature you must complete a short or long rest before using it again.
Whistling Wind
At 10th Level, the winds carry you, giving you a 10 feet bonus to your walking speed when you are not wearing heavy armor. If you have taken movement before taking the attack action, you can transfer some of your momentum into the attack. Once per turn, You can gain bonus damage equal to 1d4 for every 10 ft of movement taken before the attack. This movement must be continuous, and cannot be interrupted by making another action. example, if you were to move 20 feet on you turn, then make an attack, you can deal 2d4 extra damage. This extra damage can only be used with weapons on unarmed strikes or weapons without the heavy property This damage can either be the same type of damage as the attack, or be force damage (your choice). You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest
Forceful Blows
At 15th level, you harness the harsh nature of wind, learning to use the force of hurricanes when you attack. when you hit a creature with a melee attack, as a bonus action, you can force it to make a strength saving throw. On a failure, the target pushed 15 feet away from you. On a successful save, it is pushed 5 feet away. You can also choose to push yourself away from the target. If you choose this, you decide how many feet you would like be pushed, between 5 and 15. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a short or long rest.
Flowing Pose
At 18th level, you become one with the wind, learning to move your body in the same way. Your fighting style flows majestically and erratically, as you graciously bend around weapons and snap back with twice the speed. You can take the dodge action as a bonus action, as long as you are wearing light or no armor. The first melee attack made after using this feature has advantage, as long as it doesn't have the heavy property. You can use the feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
Previous Versions
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6/28/2022 12:51:35 PM
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