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.
Based on his appearance in the Ruined King game, Remade for 2024 Fighter.
Flow
Starting at 3rd level, you Crit on rolls of 18, 19, and 20, however you no longer deal bonus damage, instead whenever you Crit, gain one Flow and one Gathering Storm.
Gain one Flow for every 15ft you travel during your turn not counting Teleporting, Falling or other unwilling movement.
While at maximum charges (10), whenever you take damage you can spend all of those charges to gain Temp Health equal to twice your level that appears before the damage is taken and lasts until the end of your next turn.
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 two Gathering Storm per attack.
You have a maximum number of charges equal to one plus half of your level (Rounding Down)
Charges for Gathering Storm 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 these moves require a melee weapon, anything that affects multiple targets only requires one attack and damage roll.
Sweeping Blade
Once per Target per turn, before making a melee Weapon Attack while within 5ft of your Target.
You can move to any Unoccupied Space up to 10ft away so long at it is within 5ft of your Target without provoking Opportunity Attacks, or using your turns movement.
While doing so you can use some of your turns movement to move farther than 10ft, but you must still end up within 5ft of your Target.
Way Of The Wind
As a Bonus Action which you take immediately after making a melee Weapon Attack roll, choose between Steel Tempest, Tornado Slash, or Whirlwind.
Your attack becomes the chosen move, Tornado Slash and Whirlwind each cost two Gathering Storm.
- Steel Tempest
This attack has 5ft extra Reach, ignores Half and Three-Quarters Cover, deals Piercing Damage, and affects all creatures in a 1ft wide straight Line from you to the edge of your melee weapons Reach.
Steel Tempest can be oriented in any way you like and if you hit more than one Enemy gain a Gathering Storm. - Tornado Slash
This attack launches a tornado that affects all creatures within a 5ft wide 25ft long line, all creatures that are hit by the attack roll are knocked 15ft into the air.
The length of this line is increased by an amount equal to your weapons Reach. - Whirlwind
This attack affects Targets of your choice within you weapons Reach, all creatures that are hit by the attack roll are knocked 15ft into the air.
Wind Mastery
Starting at 7th level, gain access to more advanced techniques.
- Wind Wall
As a Reaction when you or another creature is Targeted by a Ranged attack, use one or more Gathering Storm.
You create a Wind Wall from a tile within your weapons Reach, the wall is 5ft thick, 10ft long, and 10ft tall, oriented however you like, and lasting until the start of your next turn.
Each additional Gathering Storm spent past the first increase its length and height by 5ft.
The area that the wall takes up is Difficult Terrain.
Allies gain Half Cover from attacks that pass through the Wind Wall, and are Lightly Obscured from Hostile creatures on the other side.
Ranged attacks from Hostile Creatures that pass through the wall have their damage reduced by 1d10+ your Proficiency Bonus.
You can only take this reaction if you are able to place this wall between the source of the attack and its Target. - Eye Of The Storm
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 on any of those rolls. - Meditate
You have one additional Bonus Action that you can use during combat.
This use is restored after a Short Rest, or by not using your Bonus Action during a turn in combat.
Last Breath
Starting at 10th level, as a Reaction when a Hostile creature within 60ft gains a condition that prevents them from moving (such as Grappled), or they are moved against their will.
Use four Gathering Storm to instantly Teleport to an Unoccupied Space within melee Reach of their location and make four melee Weapon Attacks against them.
Wind Rush
Starting at 15th level, as a Bonus Action you can spend four Gathering Storm.
Until the end of your turn your melee Weapon Attacks have a Reach of 120ft, you can use Sweeping Blade before every attack without needing a Target, and whenever you roll an attack and Crit you gain one additional attack that you can make before the end of your turn, up to a maximum of four.
Storm Strikes
Starting at 18th level, you unleash your strongest technique.
Once per Long Rest when making a melee Weapon Attack with at least 6 charges of Gathering Storm you can choose to activate Storm Strike, spending 6 or more of your charges of Gathering Storm. (Choose the amount past 6 if any)
Until the end of your turn your melee weapons deal an extra 2d4 damage, choosing between Lightning or Thunder for each die, and you can make an additional attack for every two Gathering Storm spent activating this ability.
Comments