Fighter
Base Class: Fighter

A master of swift and precise combat, the Wind Warden dances through the battlefield like a living storm. With every step, they bend the wind to their will—slashing through foes, disrupting enemy formations, and moving faster than the eye can follow. A Wind Warden commands not just the blade, but the very air around them, channeling the fury and grace of a tempest.

*Weapons will need to be altered using custom feature in beyond character sheets.

Bonus Proficiency

Gain proficiency in either Sleight of Hand or Acrobatics. If you are already proficient in both, add an additional skill.

Leaf on the Wind

While wielding a one-handed melee weapon and leaving your other hand free, the weapon gains the Finesse property, and its damage die increases to 1d10.

As a bonus action, choose one of the following wind techniques:

  • Gale Dash. You take the Dash action and gain a flying speed equal to your movement until the end of your turn. You fall if you end the turn in the air.
  • Pull of the Storm. Choose one creature within 20 feet. It must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pulled 15 feet directly toward you.

Think Fast

Gain proficiency in dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws.

The first ranged weapon attack made against you is made at disadvantage on each round.

Bladework

You gain two additional Leaf on the Wind options:

  • Pressure Cut. Your next weapon attack is made with advantage.
  • Disrupting Draft. - You can use your reaction to impose disadvantage on an attack roll made against you by a creature you can see.

In addition, reduce all ranged weapon damage you take by your Dexterity modifier.

Windstruck

You can use two Leaf on the Wind techniques on the same bonus action.

All ranged attacks against you have disadvantage. You also reduce damage from ranged attacks and Dexterity-based saving throws by your Dexterity modifier.

Wind Walk

As an action, make a weapon attack against each visible enemy within 30 feet. Each target you hit takes 7d10 thunder damage. After resolving the attacks, you may teleport to an unoccupied space within 5 feet of one of the hit targets, or return to your original position.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2024 3:59:59 PM
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Coming Soon
6/30/2025 5:09:03 PM
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