Base Class: Fighter
Relentless, Unbound, Unyielding.
While most warriors conquer the battlefield with feet planted firmly on the earth, Tempest Knights take inspiration from Dragons – the Kings of the Sky. Tempest Knights command the wind and the devastating power of kinetic force. Foregoing heavy shields for the lethal leverage of a polearm, these specialized fighters dictate the flow of combat. A Tempest Knight creates an impenetrable zone of control, batting enemies across the battlefield with gale-force strikes and using explosive momentum to turn their foes into living projectiles.
Through grueling physical training and an awakened connection to the tempest, they eventually unbind themselves from gravity entirely. To face a Tempest Knight is to fight a storm: one moment they are holding the line against a swarming horde, and the next, they have taken to the sky, hovering above the fray to strike with crushing force from impossible distances. They are not just masters of the polearm; they are masters of momentum itself.
Level 3: Tempest Knight
3rd-Level Tempest Knight Feature
Your specialized training with polearms allows you to dictate the battlefield using sweeping strikes and acrobatic vaults. You gain the following benefits:
Wind Vault: While wielding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to plant your weapon and vault through the air. You leap in an arc up to 15 feet horizontally and 15 feet vertically, landing in an unoccupied space. This movement does not provoke Opportunity Attacks. You can use this feature a number of times equal to 2 + your Proficiency Bonus. You regain all expended uses when you finish a Short or Long Rest.
Repelling Blow: When you hit a Large or smaller creature with a melee weapon attack using a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you push the creature up to 10 feet straight away from you. If the weapon you are using has the Push mastery property, this feature replaces that property's effect for this attack; the push distances do not stack. A creature can be pushed by this feature only once per turn. Scaling momentum: As you gain levels in this class, your kinetic power grows. At 7th level, you can push a Huge or smaller creature up to 10 feet. At 15th level, you can push a creature of any size up to 15 feet.
Kinetic Grace: Your aerial maneuvers are driven by raw physical power rather than nimble finesse. Whenever you make a Dexterity (Acrobatics) check, you can choose to use your Strength modifier instead of your Dexterity modifier.
Level 7: Tempest Authority
7th-Level Tempest Knight Feature
Shattering Trajectory: You strike with such explosive force that your enemies become living projectiles, building lethal momentum as they fly across the battlefield. Whenever an effect you control pushes a creature, and that creature impacts a solid surface, an object, or another creature during or at the exact end of this forced movement, the kinetic energy violently discharges.
The pushed creature takes 1d6 Force damage for every 5 feet it traveled before the impact.
If the creature is forced into another creature, the second creature must succeed on a Dexterity saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus). On a failed save, it takes the same amount of Force damage and is knocked Prone.
Storm Tamer: You are the apex of physical prowess and a force of nature. Whenever you make a Wisdom (Survival) check, you can choose to use your Strength modifier instead of your Wisdom modifier.
Level 10: One with the Wind
10th-Level Tempest Knight Feature
Ride the Wind: You have finally mastered the skies, allowing you to fight from above just as the legendary wyrms do. Whenever you use your Second Wind feature, you can surge 30 feet into the air without provoking Opportunity Attacks. Upon use of Second Wind, you immediately gain a flying speed of 30 feet, and you can hover. This benefit lasts for 10 minutes, or until you choose to end it early (no action required).
Wind Rider's Reflexes: Your mastery of aerial momentum allows you to effortlessly leap out of the way of danger. You have Advantage on Dexterity saving throws against effects that you can see, such as spells and breath weapons. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Level 15: Storm's Vigilance
15th-Level Tempest Knight Feature
Lightning Reflexes: Your battlefield awareness has been honed to an unparalleled edge, allowing you to strike out at multiple threats in the blink of an eye. You gain one additional Reaction each round, which you can use only to make a melee weapon attack.
Storm Sense: Your connection to the wind and your honed predatory instincts allow you to feel the slightest shifts in air pressure and movement. You gain Advantage on Wisdom (Perception) checks while air is present.
Additionally, you gain Blindsight out to a range of 30 feet, as you effortlessly track the air currents displaced by moving creatures and objects. Within this radius, you know the exact location of any creature, even if they are Invisible or hidden, provided they are not in a vacuum or hermetically sealed environment.
Level 18: Eye of the Storm
Previous Versions
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