Base Class: Fighter
You've learned the ways of the wind blade and have committed heavily into this fighting style. The ability to manipulate wind is your greatest strength, quick and nimble you can dash across the battlefield quickly to reach your target and incapacitate them with deft and precise strikes.
Tempestuous blade
When you choose this archetype at 3rd level, you gain +1 bonus to attack and damage rolls when wielding a Shortsword, Longsword and rapiers. These weapons are also considered as finesse weapons for you.
Steel Tempest:
You thrust your blade forcing wind forward to slice your target. You can replace one of your melee weapon attack and damage die to 1d10 force damage in a 10 feet line that is 5 feet wide, the attack roll is applied to all targets affected in the area. This can only happen once per turn at level 3, twice at level 5, three times at level 11, four times at level 17 five times at level 20.
After successfully hitting a target twice using Steel Tempest, you gain a charge of steel tempest that lasts until the end of your next turn. You can only have one charge at any given time. You can use one of your attacks to expend the steel tempest charge to conjure a tornado that travels in a straight line originating from you that is 40 feet long and 20 feet tall and 10 ft wide, creatures within the affected area takes the weapon damage and creatures in the affected area must make a strength save against your dc of 8 + dexterity modifier + proficiency bonus or be knocked up 20 feet high, the targets falls back to the ground on the start of their turn.
Sweeping blade:
You dash past a target with a draw cut. As a bonus action you can move past a target's space when your within 5 feet of it, dealing half your fighter level + dexterity modifier slashing damage and dashing directly to the opposite side of the target, you do not provoke opportunity attacks this way.
Way of the Wind
Starting at level 7, your strikes are true and precise.
Improved critical:
your weapon attacks score a critical hit on a roll of 19 or 20.
Wind Barrier:
Moving around generates a wind barrier around you. When you take the dash action, gain temporary hitpoints equal to your fighter level + Constitution modifier.
Superior Wind Manipulation
Starting at Level 10 you gain extreme ability to control air. You gain the following abilities.
Wind Mastery:
You can cast the Wind Wall spell as a bonus action once per long rest.
you also learn the gust cantrip.
Spell dc is equal to 8 + Dexterity modifier + Proficiency modifier.
Last Breath:
As a reaction you can choose an area of a 20-foot-radius sphere within 90 feet that has airborne creatures that you can see. You teleport to the center of the sphere and make 2 melee weapon attacks on each airborne creature within that you choose within the area with advantage, if any of the attacks hits, the creature is knocked prone and is forced to the ground.
After using last breath, your weapon become shrouded with concentrated wind. Your weapon now deals an extra 1d10 force damage for a minute.
You can only use this feature once per short rest.
Core build
Starting at level 15, your weapon becomes a part of you and your mind tunes into nothing but the fight. You gain the following benefits.
Phantom Dancer:
The last creature you hit with a melee weapon attack has disadvantage on attacks against you and you have advantage against saving throws from the creature.
Infinity edge:
When you critically strike a target with a melee weapon, deal an extra 2d8 force damage.
Death is like the wind
Starting at Level 18, your strikes are always true. Gain the following abilities.
Superior improved critical:
your weapon attacks score a critical hit on a roll of 18-20.
Improved Last Breath:
You now make 3 melee weapon attacks instead of two when using last breath and your weapon deals an extra 2d10 force damage for a minute instead of 1d10.
Previous Versions
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