Fighter
Base Class: Fighter

Fighters of the Order of the Skybound channel the elemental power of wind to become swift, deadly warriors. These combatants learn to leap great distances, strike with the force of a storm, and control the battlefield with their mobility. Whether darting across the battlefield or descending from above with a thunderous impact, a Skybound Fighter is as untouchable as the wind itself.

Through intense training and a deep connection to the elemental forces, these Fighters harness the speed and power of the skies to devastate their enemies. Their mastery over wind grants them not only incredible agility but also the ability to strike with bursts of storm-like force, knocking foes off their feet and sending them reeling.

Skybound Fighters blend the art of precise strikes with unparalleled movement, always staying one step ahead of their opponents. By the time their foes realize where they are, they’re already in the eye of the storm.

Aerial Warrior

Skybound Strike: When you make a melee weapon attack, you can jump up to 20 feet as part of the attack. This jump doesn’t provoke opportunity attacks. If the attack hits, you can deal an additional 1d8 thunder or slashing damage (your choice). You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a short or long rest. At level 10, this damage increases to 2d8.

Wind’s Grace: You gain proficiency in Acrobatics if you don’t already have it. When you make a jump, your jump distance is doubled, and you do not take damage from falling up to 30 feet.

Rising Gale

As a bonus action, you can leap up to 30 feet in any direction. This leap doesn’t provoke opportunity attacks. If you land within 5 feet of a creature, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a short or long rest.

Hurricane Strike

Once per turn, when you hit a creature with a melee weapon attack, you can channel the power of the wind to deal an additional 2d8 thunder or slashing damage and attempt to push the target up to 10 feet away from you. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be pushed. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a long rest.

Winds of Defense

When a ranged weapon attack targets you, you can use your reaction to reduce the damage by 1d10 + your proficiency bonus as the wind deflects the projectile.

Master of the Sky

You gain resistance to thunder damage. In addition, as an action, you can give yourself a flying speed equal to your walking speed for 1 minute. You can use this feature once per long rest. At level 18, you can use this feature twice per long rest.

Tempest Crash

When you use your Skybound Strike, you can choose to strike with devastating force. The target and all creatures within 10 feet of the point of impact must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 4d8 thunder damage and are knocked prone. On a successful save, they take half damage and aren’t knocked prone. You can use this feature once per short or long rest.

Stormborne Assault

When you use Leaping Strike or Rising Gale, your movement is unhindered by difficult terrain, and you gain resistance to all damage until the start of your next turn. Additionally, while airborne or flying, your attacks deal an extra 1d8 thunder or slashng damage.

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