Base Class: Fighter
Awoken to a great power, these warriors are spirits of freedom and adventure. The wind commands them, just as much they command it. The air is both their home and their weapon, allowing them to move great distances and strike their foes. Most of all, these Fighters know not when to quit, always able to stay in the fight much like the eternal winds they embody.
As a Zephyr Warrior, close quarters might make you anxious, so you might want to soar to the skies and keep the pressure from above.
Neverending Winds
Beginning when you choose this archetype at 3rd level, you can use your Second Wind feature a number of times equal to your Proficiency bonus before needing to take a short or long rest to use it again.
Spirit of Skies
At 3rd level, you become adept at fighting when airborne. While you are falling, you have advantage on ranged attack rolls. Additionally, you have a climb speed equal to your walk speed.
Glide
Starting at 7th level, you learn to glide through the air typically with the help of a man made para-glider. When you fall and aren’t incapacitated, you can use a reaction to glide. When you use this reaction, your falling speed changes to a rate of 15 ft. per round until you land. Additionally, you have a 15 ft. fly speed which can only be used horizontally while in this state.
While you are gliding, you can stop at any time using a free action. If you are knocked prone while gliding, you are knocked out of this state.
Hearty Spirit
Starting at 10th level, when you use your Second Wind feature, you gain a bonus to the attack and damage roll on your next weapon attack equal to half of your proficiency bonus rounding down.
If you use your Second Wind feature again before making an attack roll, the effect does not stack. After 1 minute has passed, the bonus disappears.
Wild Gales
Starting at 15th level, you can call upon an intense force of wild winds to send you soaring. As a bonus action, you can launch into the skies. All creatures within 10 feet of you must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)) or be pushed 10 feet away from you. Additionally, you soar 60 feet directly into the air and automatically start gliding. Once you use this feature, you must finish a short or long rest before you can use it again.
Wind Bombs
At 18th level, you can focus wind and fury into a single unstable point which can be used for offense or utility. Using the Attack action, you can make a special attack to place a concentrated bomb of wind. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
Instead of making an attack roll, you choose a point you can see within 60 feet of you. All creatures within 10 feet of that point must make a Strength saving (DC 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)), being launched 15 feet away from the point and knocked prone on a failure, or knocked back 5 feet and not knocked prone on a success. Huge or larger creatures are unaffected by this feature.
If you hit yourself with this ability while you are gliding, you can choose to automatically fail the save to instead be pushed up to 100 feet in a direction of your choice. Doing so does knocked you prone, ending the glide.
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