Fighter
Base Class: Fighter

Air benders are swift and agile martial artists who manage to connect their inner weave with the air element. Thanks to that connection, they get access to various abilities, such as inhuman speed. They are excellent at defeating singled-out opponents thanks to their duel ability. In addition, they pose a great threat to spellcasters as they can neutralize spells.

Wind Affinity

When you choose this archetype at the 3rd level, you gain proficiency in one of the following skills of your choice: insight, acrobatics, athletics, sleight of hand, perception, survival, or performance. In addition, your walking speed increases by 10 feet if you are not wearing heavy armor or holding a weapon with heavy property.

Duel

Beginning when you choose this archetype at 3rd level, as a bonus action, you can challenge a foe that you can see to a duel. You can only do so if you are not holding a weapon with heavy property and you are not wearing heavy armor. The duel lasts for 1 minute. The duel ends early if the target dies, the target is unconscious, you die, you are unconscious, you are wearing heavy armor, or you equip a weapon with heavy property. You cannot duel with more than one creature at a time, and you can also end your current duel as a free action. Until the duel ends, you gain the following benefits against the target for which you are dueling:

- Your melee weapon attacks score a critical hit on a roll of 19 or 20 against the target.

- Your melee weapon attacks deal additional 1d4 weapon damage on hits against the target. This damage increases based on your level in this class to: 1d6 (7th), 1d8 (10th), 1d10 (15th), and 1d12 (18th).

- When you move towards the target, you do not provoke opportunity attacks.

- You always know the location of your target, as long as it is on the same plane of existence as you.

Once you use this feature twice, you can't do so again until you finish a short or long rest. The number of times that you can use this feature before resting increases based on your level in this class to: 3 (10th), and 4 (18th).

Quick as a Wind

At the 7th level, you manage to create a deeper connection with the wind than ever. As a bonus action, you can move up to 30 feet towards a foe without provoking opportunity attacks or expending your movement. If you are currently dueling a chosen creature, you can move up to 45 feet instead. You cannot use this feature while wearing heavy armor or holding a weapon with heavy property.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Offensive / Defensive Duel

At 7th level, each time that you are using the Duel feature from this subclass, you can choose the form it assumes. Depending on which one you choose, you are granted different benefits.

Defensive Duel:

When you receive damage for the first time during the duel from the target, you gain 12 temporary hitpoints. These temporary hitpoints increase based on your level in this class to: 16 (10th), 20 (15th), and 25 (18th).

Offensive Duel:

When you hit your target for the first time during your duel, you deal twice the additional damage provided by the duel feature. In addition, the target has to succeed on a dexterity-saving throw against your DC, which equals 8 + your proficiency bonus + your dexterity modifier, or be knocked prone.

Swift Precision and Footwork

At 10th level, you gain +1 to your attack rolls made with melee weapons; in addition, your melee weapons deal additional 1 weapon damage per hit. Also, your AC increases by 1. You cannot benefit from this feature while wearing heavy armor or holding a weapon with heavy property.

Protection by The Wind

At 15th level, as a reaction, you can use your wind to misguide enemy spells to stop them from taking place. You have to be within 60 feet of the spellcaster and you must see casting of this spell. To prevent the spell you have to roll a dexterity ability check with a DC equal to 10 + spell's level. You cannot be wearing heavy armor or holding a weapon with heavy property to use this reaction.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

One with The Wind

At 18th level, you can use your action to teleport to an enemy that you can see and that you are currently dueling with, to perform a powerful series of attacks against it. After teleportation as a part of this action, you can make up to double the number of melee attacks you could normally do with the attack action against the target. You cannot be wearing heavy armor or holding a weapon with heavy property to perform this action.

Once you use this feature, you can't do so again until you finish a short rest or a long rest.

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