Base Class: Rogue
Take up the stage of the Zephyr. Become the perfect, focused fighting machine that turns every advantage into an soaring opportunity. Become the blur that would be known as death on the battlefield.
"Perhaps you took this path due to a desire to be stronger. Perhaps you took it in order to survive a harsh world fraught with danger. Perhaps you've come across one who's mastered the arts of the Zephyr, inspired. Whatever the case, you've chosen to walk the path of fighting with every ounce of your mind, body, and soul in battle.
Come, soul of the wind, master the art of being a Zephyr Knight." -The First Zephyr Knight
Perfect Block
When you choose this archetype at 3rd level, you gain the ability to completely negate the damage of any one attack as a reaction up to half your maximum HP through skill and sheer power of will. This includes damage from spells, magic items, and other harmful effects (e.g. Spells like fireball or Attacks like Fire Breath) regardless of whether you pass or fail the saving throws. You can use this ability up to your proficiency modifier + constitution modifier. This ability refreshes after each long rest.
Additionally, after using Perfect Block, you have advantage on all weapon attack rolls until the end of your next turn.
Opportunist
Starting at 3rd level, you are dangerous when you have the upper hand and are quick to take advantage of an opportunity. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets and hit, you can forgo the sneak attack for that roll to make additional weapon attacks against that target without advantage, equal to the number of 1d6 in your current sneak attack level as part of the same action. You can do so no more than once per turn.
Pressure
At 3rd level, when you attack and hit a creature, if you already have advantage, you create another opening with your attacks. This effect of advantage lasts until the end of your next turn, and only on the creature that was attacked.
Punishing Counter
Starting at 9th level, when a creature makes any kind of attack against you, you can use your reaction to make a weapon attack against the creature. If the creature misses its attack, your weapon attack is rolled with advantage. If your attack roll meets or surpasses the attack roll that was used against you, completely negate the attack's damage and the entirety of your attack is critical if it lands. If your attack does not surpass or meet the creature's attack roll, your weapon attack is instead rolled with disadvantage. You can use this feature a number of times equal to your proficiency bonus plus your Dexterity modifier after taking a short rest.
Devastating Grapple
At 13th level, you become a master of quick and devastating attacks. When you attack and hit a creature, it must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be grapple thrown onto the ground. On a failed save, the creature becomes stunned and prone until the end of your next turn. This can be done a number of times equal to your proficiency bonus + Dexterity modifier. This ability refreshes after every short rest.
Zephyr Finale
Starting at 17th level, you learn the signature move of the Zephyr. When you attack and hit a creature, for every Perfect Block, Punishing Counter, and Devastating Grapple you've expended, you can add 4d6 Damage to the attack. This ability can only be used a number of times equal to your proficiency bonus. Can only be used once per battle per enemy. Meaning, if you wish to use it again on the same enemy, you cannot unless the battle has ended and started anew. This ability refreshes after a long rest
"Now, soul of the wind, you've become steel."

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