Fighter
Base Class: Fighter

An Ionian of deep resolve, Yasuo is an agile swordsman who wields the air itself against his enemies. As a proud young man, he was falsely accused of murdering his master.
Unable to prove his innocence, he was forced to slay his own brother in self defense. Even after his master's true killer was revealed, Yasuo still could not forgive himself for all he had done, and now wanders his homeland with only the wind to guide his blade.

Flow

Starting at 3rd level, you Crit on rolls of 18,19, and 20, however you only deal bonus damage on a 20.
Whenever you Crit you ignore Resistance but not Immunity, and you gain one Flow, and one Gathering Storm.

For every 15ft you move during your turn gain a charge.
While at maximum charges (10) if you were to take health damage you gain Temp Health equal to twice your fighter level that appears before the damage is taken and lasts until the end of combat.
All flow is restored on a short rest.

Gathering Storm

Starting at 3rd level, your well of strength unlocked, consumed to use special attacks.
You cannot gain more than one Gathering Storm per attack.
You have a maximum number of charges equal to Proficiency.
Gathering storm stacks disappear after a long rest.

Way Of The Wind

Starting at 3rd level, you begin to wield the air itself against your enemies.
All of your moves are modifiers of your current weapon, and use the same to hit, damage dice, and modifier.

  • Sweeping Blade
    Once per Action, per target when making a normal melee weapon attack.
    You can move to any unoccupied space up to 15ft away so long at it is within 5ft of your target without provoking Opportunity attacks or using your turns movement.
    If your attack was a Crit, you can move up to 30ft away, so long as it is within 10ft of your target.
  • Steel Tempest
    As a Bonus Action, make a melee weapon attack.
    This attack deals Piercing Damage, has +5ft additional reach and hits all creatures in a 1ft wide straight line from you to the edge of your melee weapons reach.
    If Steel Tempest hits more than one enemy gain a Gathering Storm.
    This attack ignores Half, and Three-Quarters Cover.
  • Tornado Slash
    As a Bonus Action use two Gathering Storm to make one attack with Advantage, this attack launches a 5ft wide tornado 30ft away in a straight line.
    Creatures in the path of the tornado are hit by the attack, and creatures large or smaller are knocked 15ft into the air.
  • Whirlwind
    As a Bonus Action use two Gathering Storm to make one attack with Advantage, this attack hits all creatures of your choice within your melee reach.
    Creatures that are hit and are large or smaller are knocked 15ft into the air.

Wind Mastery

Starting at 7th level, gain access to more advanced techniques.

  • Wind Wall
    As a Reaction when an attack would hit you or an ally use one or more Gathering Storm.
    Create a 15ft wide and 10ft tall wall of wind that starts at a tile within 5ft of you and flows out from there.
    The wind reduces the damage of attacks and spells that pass through it by 10, and lasts until the start of your next turn.
    Using additional Gathering Storm further reduces the damage of attacks that pass through it by 5, and increases the width of the wall by 10ft, and the height by 5ft.
  • Gale Strike
    When making a normal melee weapon attack you can use one Gathering Storm to give it a Range of 30(90).
  • Eye Of The Wind
    As a Bonus Action use one Gathering Storm.
    Until the end of your next turn, you Crit on 17, 18, 19, or 20, and deal full Crit damage.
  • Meditate
    As a Bonus Action gain one Flow, and one Gathering Storm.

Last Breath

Starting at 10th level, as a Reaction when an opponent within 120ft is prevented from moving or they are moved against their will, once per short rest for free, or by using four Gathering Storm.
You instantly appear anywhere of your choice within melee reach of their location and make four melee weapon attack against them, these attacks hit all creatures of your choice within your melee reach.

Wind Rush

Starting at 15th level, as a Bonus Action use three Gathering Storm, your melee weapons attacks this round have unlimited reach.
During this turn any time you land a Crit, you gain one additional attack that you can make before the end of your turn.

Storm Strike

Starting at 18th level, you unleash your strongest attack.
As an Action use all charges of Gathering Storm to take the Attack action and make all of your attacks against a single target with Advantage, and an additional attack for each Gathering Storm used.
Attacks during Storm Strike deal an additional 1d4 of both Lightning and Thunder Damage, hit simultaneously and act as if it were a single strike after landing.

Previous Versions

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Yasuo Image

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