Fighter
Base Class: Fighter

Wandering nomads that value freedom above all else, they gain their name through their gentle nature and their propensity to be gone the same day they have arrived. They do not often use violence but do so when needed, their nomadic nature and love interest in local culture makes it so most tend to travel with clothes mixed and matched from different places they have visited as a display of their travels. The gift of life and freedom is the only thing Blossom Blades need mostly seen traveling lightly with only their weapon, trinkets from their journey and most importantly a smile on their face

Vagabond

Beginning at 3rd level, your travels throughout the land have taught you plenty about life. You gain proficiency with one artisans tools or musical instrument of your choice and you gain fluency in one language of your choice.

Wind Techniques

At 3rd level, you become one with the wind, going with the flow and following where it takes you, but it dares not leave you defenseless where you tread and so it allows you to use it's gifts and deal with trouble where it may find you. You gain 3 flow counters which you use for your wind techniques.


Steel Tempest.

After taking the attack action on your turn, you can use your bonus action to strike a creature within 30 feet of you with volent winds. The target takes slashing damage equal your wisdom modifier plus a number of d4s equal your proficiency bonus, Large or smaller creatures are pushed 5 feet in any direction. If they collide with a creature other than yourself or terrain as a result of this push they are knocked prone.

Pillar of Wind.

If you or another creature you can see up to 30 feet away is being targeted by an attack, you can use your reaction to create an updraft around the chosen creature, granting them a bonus to their armor class equal to your Wisdom modifier until the start of your next turn (minimum of +1).

Loved by the Wind.

You can use your bonus action to walk up to your movement speed until the end of your next turn as the winds carry you to where you wish to go. this movement does not provoke opportunity attacks.

 

Your uses increase as your bond with the wind strengthens, you have four flow at level 7, five flow at level 10, seven flow at level 15 and nine flow at level 18

Ceaseless Wind

At 7th level, you can reinvigorate your allies to keep pushing forth. You can use your bonus action to expend a use of your second wind to heal an unconscious creature within 10 feet of you equal to 1d10 + your fighter level and bring them up to their feet if they were prone as the wind lifts them up.

Perfected Breeze

At 10th level, you have perfected the wind techniques. You can spend 3 uses of the wind technique to perform their perfected versions:

Perfected Tempest.

After taking the attack action, you can use your bonus action to strike up to your wisdom modifier of creatures within 30 feet of you (minimum of 1) with violent winds. The targets takes magical slashing damage equal your a number of d4s equal your proficiency bonus, creatures large sized and smaller are pushed 15 feet in any direction, this must be the same direction for all the creatures. If they collide with a creature other than yourself or terrain as a result of this push they take magical bludgeoning damage equal to your Wisdom modifier and are knocked prone.

Zephyr Pillar.

If a creature you can see up to 30 feet away is being targeted by an attack, you can use your reaction to swirl the wind around the both of you, granting you and your target a bonus to your armor classes equal to your Wisdom modifier until the start of your next turn (minimum of +1). If the target is willing you may also swap places with them making you the target of the triggering attack.

Heart of the Wind.

As a bonus action you may grant yourself and creatures equal to your wisdom modifier (minimum of 1) fly speed equal to double your base walking speed until the start of your next turn, at the start of your next turn all creatures including yourself affected by this feature are granted the effects of feather fall until the end of their turn. While flying you do not provoke opportunity attacks this does not apply to the creatures you have granted fly speed.

Azure Bonds

At 15th level, your persistent optimism gives your allies the will to fight another day. If a creature you can see up to 60 feet away from you would fail a saving throw, you can use your reaction to expend a use of your indomitable, rerolling that creatures saving throw and adding your wisdom modifier to the result of the new roll if they do so, they must use the new roll.

Eye of the tornado

At 18th level, you can command the winds to assist you in your triumph over your foes, you can use an action to create a 20 foot radius 80 feet high cylinder of wind centered around yourself it lasts for one minute and stays where you summoned it. You and creatures you choose up to your wisdom modifier (minimum of 1) are immune to the effects

The area inside the cylinder is difficult terrain and creatures who attempt to pass through the cylinder's walls must make a strength saving throw against your fighter level or be pushed 10 foot up and 5 foot away from the wall and are unable to pass through until the end of their turn. 

The vicious winds are hard to see through, the area inside the tornado is heavily obscured from creatures outside the tornado and the area outside the tornado is heavily obscured from creatures inside the tornado. Non magical ranged weapon attacks cannot pass through the winds. Once you use this feature you are not able to use it again until you long rest.

Flow

At 3rd level, you become one with the wind, going with the flow and following where it takes you, but it dares not leave you defenseless where you tread and so it allows you to use it's gifts and deal with trouble where it may find you. You gain flow counters which you use for your wind techniques.

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