Base Class: Fighter
The "One with the Wind" is a fighter subclass in D&D that emphasizes speed and agility over raw strength. Fighters who specialize in this subclass are highly attuned to the
flow of air and can manipulate it to their advantage. They move with incredible grace, weaving in and out of combat with ease, and can strike with lightning-fast speed.
One of the defining features of the "One with the Wind" subclass is its emphasis on dexterity. Fighters who specialize in this subclass rely on their quick reflexes and nimble movements to dodge attacks and strike with precision. They are masters of the art of evasion, using their agility to avoid danger rather than brute force.
Additionally, "One with the Wind" fighters have a unique ability to manipulate the air around them. They can call upon gusts of wind to increase their speed, enhance their jumps, or even deflect incoming attacks. With this ability, they can become almost impossible to hit, darting in and out of combat and striking their opponents with Lightning-fast blows.
Overall, the "One with the Wind" subclass is an excellent choice for players who want to create a fighter that relies on speed and agility rather than brute strength. With its unique abilities and emphasis on dexterity, this subclass is a great way to add some variety and excitement to your D&D gameplay.
One with the Wind
Anyone who uses this ability relies more on their pure agility compared to their strength, the wind truly enhances this. Anyone with this feature uses their dexterity bonus instead of their strength bonus for all non-heavy weapons
To do this, I recommend just creating custom versions of all of their weapons and adding the finesse feature to them.
The Wind's Bursts
The user becomes one with the wind, feeling its movements and rhythms in a way that allows them to move with incredible grace and speed. This heightened awareness grants them a significant advantage when attempting to dodge attacks or maneuver through difficult terrain. In addition to their increased dexterity, users of this ability also gain a bonus to their acrobatics, allowing them to perform incredible feats of agility and balance. They can easily leap and flip over obstacles, run up walls, and even perform death-defying stunts with ease. Finally, those who possess this ability are also able to jump to incredible heights and distances. Through their connection with the wind, they are able to launch themselves into the air with tremendous force, covering three times the distance and height of a typical jump.
Basic Maneuvers
This ability taps into the raw power of the wind itself, allowing the user to harness its energy and become one with the very air around them through these basic maneuvers.
The player gains 2 of these maneuvers at level 3 when you gain this feature. You will then gain another every 2 levels after level 3 (5,7...etc)
Conditioned
Your body is naturally used to falling from large jumps, once per short rest you can negate 50% of all fall damage
Friend of the Wind
Imbued with the wind, you can sense the way the wind moves easily, and you can sense any storms and disturbances that are approaching
Pass without Trace
Once used they gain the effects of "pass without trace "for 10 minutes
Prepared
You gain an extra reaction if you have moved less than 10 feet during the last turn. This effect only triggers once per day and only is used up when you expend the extra reaction
Swift Movement
You can use this skill to move 10 ft in a straight line as a reaction without causing attacks of opportunities
Wind Whispering
When you call upon this, your voice begins to echo for up to a quarter mile for 3 minutes
Combat Maneuvers
In combat, The wind enables the user to strike with deadly precision, delivering blows that are imbued with the raw power of the wind. Their attacks become faster and more fluid, allowing them to strike multiple times in rapid succession. They can also create gusts of wind to knock back their enemies or hurl them off their feet. All of these maneuvers are somehow enhanced at level 12
When the player gains this ability, they gain 2 combat maneuvers and gain another maneuver every 3 levels after this (3,6,9... etc)
You can use these abilities a number of times per long rest equal to your proficiency bonus times 3
Blitzkreig
You may use a charge attack, rushing with your full speed to apply double damage to your first hit during this round, once you finish this turn the first attack against you has advantage
Once you reach level 12 in this class, you may charge an extra 15 feet
Downward Slash
When you attempt to use this action, you must make a dexterity check (DC 12) to jump up in the air; you then drop back down with your blade in front of you, and you then make a melee strike against an enemy within 5ft of you
Once you reach level 12 in this class, you gain advantage on your dexterity check and melee strike from this attack
Push Off
This action has 2 uses,
A.You push off another enemy, and they have to make a strength save (DC 16) or be pushed back 5ft, and you also get pushed back 5ft; you then may make a Wind Blade attack if you have the feature
Once you reach level 12 in this class, the opponent gets a disadvantage to the Strength save
B.IF you are against a wall, you can jump up and off of it and move 15 ft outward, opposite from the wall, If you have the Downward Slash Feature you may use the downward slash as a melee attack against 1 enemy within 5 ft of where you land
Stagger
Instead of actually hitting, you bait your enemy into attacking and missing, their miss staggering them and giving you +2 to your next hit against that foe.
Once you reach level 12 in this class, when the target becomes staggered, he gains the stunned condition until its next turn
Whirlwind
While in the middle of any amount of enemies, you plant your foot and push off like a ballerina; you make a radius attack of 5ft with a short sword.
Once you reach level 12 in this class, this feature's reach extends out to 15 feet as the wind is sharpened to a point and helps swing at the foes
Wind Blade
You are so proficient that when you intentionally strike the air so fast, the wind is pushed forward up to 20 ft to use as a ranged attack.
Once you reach level 12 in the class, your blade can be pushed up to 50 ft
Momentum Strike
To activate Momentum Strike, the user must first move their full movement speed during their turn, using every last inch of their mobility to build up their momentum. Once they have done so, they can then unleash their attacks with unparalleled force, dealing extra damage with each blow. With Momentum Strike, they can turn their momentum into a weapon, powering through their enemies' defenses and delivering crushing blows that leave their foes reeling.
Bonus per level is labeled in the table below:
| Fighter Level | Bonus Damage |
| 3rd | 1d4 |
| 5th | 1d6 |
| 9th | 2d6 |
| 11th | 2d10 |
| 17th | 4d10 |
Swift Reflexes
This ability enhances the user's physical and mental abilities, granting them an extra 5 feet of movement speed and a +1 bonus to their initiative score. With this newfound swiftness and heightened reflexes, the user is able to move more quickly and react faster in combat or any other situation requiring quick thinking and reflexes.
Swift Defender
It allows the user to gain a bonus to their Armor Class (AC) if they have utilized their full movement during their previous turn. This bonus represents the defender's increased agility and ability to quickly evade incoming attacks due to their momentum. When the user activates Swift Defender, they gain a bonus to their AC until the start of their next turn. This bonus applies to all attacks, whether melee or ranged. However, if the user does not use their full movement during their previous turn, they do not gain the AC bonus.
The bonus to the AC is listed on the table below
| Fighter Level | Bonus Damage |
| 7th | +1 |
| 10th | +2 |
| 13th | +3 |
| 16th | +4 |
| 19th | +5 |
Wind Breaking Speed
When the user activates Wind Breaking Speed, their body seems to be surrounded by an invisible wind that propels them forward with incredible speed. They can dash across the battlefield, weaving in and out of their opponents' attacks while remaining unscathed. Once the user has reached their maximum speed, they can unleash a flurry of critical blows on their enemy. With Wind Breaking Speed, the user can land critical hits on their foes on rolls of 19 and 20, meaning they have a greater chance of inflicting maximum damage on their targets. This ability only triggers after using your full movement speed.
Wall Runner
As soon as the user activates Wall Runner, their feet become infused with incredible energy, allowing them to generate enough force to propel themselves vertically up any surface. With a burst of speed, they can launch themselves off the ground and onto nearby walls, effortlessly running up and along them with exceptional grace and speed. They gain the ability to run on a vertical surface a number of feet equal to the amount of feet tey ran on the ground beforehand.
Wind's Warning
Wind's Warning allows you to sense when an opponent is about to deliver a particularly devastating strike and gives you a split-second warning to react. As soon as the wind whispers a warning to you, you can react with lightning speed and move out of harm's way, thus turning a critical hit into a regular one. This ability can only be used once per long rest, however, so it is important to use it wisely.
True Movement
When this ability is activated, the user's movements become so light and fast that they can quickly dart around their surroundings with incredible ease. They can jump off of walls, push themselves off of floors, and even use the air itself to launch themselves into the sky.
At level 20, the user of this ability can walk on air for 10 minutes daily, defying gravity with their swift and agile movements. This allows them to move through the air like a bird, quickly dodging and weaving through obstacles with ease.
Previous Versions
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3/26/2023 1:24:02 AM
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