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. Opportunity attacks against you have disadvantage when you move with this feature. You take no falling damage equal to the jump's distance. 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. If you have no uses left when you roll Initiative, you regain one use.
Repelling Blow: Once on each of your turns, 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 can 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; push distances do not stack. You cannot push the same target again this round. Scaling momentum: As you gain levels in this class, your kinetic power grows. At 7th level, you can use this feature to push a Huge or smaller creature up to 10 feet. At 15th level, you can use this feature twice during your turn to push Huge or smaller creature up to 15 feet.
Level 3: Force of nature
3rd-Level Tempest Knight Feature
You are the apex of the wilds, as terrifying as thunder. The Tempest Knight is a force of nature. Whenever you make a Wisdom (Survival) check or a Charisma (Intimidation) check, you can choose to use your Strength modifier instead of your Wisdom and Charisma modifier.
Level 7: Tempest Trajectory
7th-Level Tempest Knight Feature
Tempest Trajectory: You strike with such explosive force that your enemies become living projectiles. When your Repelling Blow feature pushes a creature and it impacts a solid surface, an object, or another creature of its size or larger, the kinetic energy violently discharges.
Wall Slam: If the target hits a solid surface or object, it takes 1d6 Force damage for every 5 feet it moved as part of this push before the impact. A creature can only take this damage once per round.
Creature Collision: If the target is pushed into another creature, the movement stops. The pushed creature takes the Force damage described above. The secondary creature must succeed on a Dexterity saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or take the same amount of Force damage and be knocked Prone. On a successful save, the secondary creature takes half damage and is not knocked Prone. A creature can only take this damage once per round.
Level 10: One with the Wind
10th-Level Tempest Knight Feature
Your mastery over the currents of battle grants you unparalleled aerial supremacy and evasive maneuverability. You gain the following benefits:
Ride the Wind: As a Bonus Action, you take to the skies. You gain a flying speed of 30 feet and can hover for 1 minute. As part of this Bonus Action, you can choose to immediately surge up to 30 feet into the air. This initial movement provokes Opportunity attacks. You can end this flight early (no action required). You can use this feature once, and you regain all expended uses when you finish a Short or Long Rest. At 18th level, you gain an additional use.
Wind Rider's Reflexes: When you are subjected to an effect that allows you to make a Dexterity saving throw, you can use your Reaction to gain advantage on the Saving Throw.
Level 15: Sovereign of the Sky
15th-Level Tempest Knight Feature
Crashing Gale: Your mastery of aerial momentum allows you to turn your very descent into a devastating weapon. Whenever you land after using your Wind Vault feature, or after falling at least 10 feet, you can choose to unleash a kinetic shockwave.
Creatures of your choice within 10 feet of your landing space must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or take 2d6 Force damage and be knocked Prone. On a successful save, a creature takes half damage and is not knocked Prone. You can trigger this shockwave only once per turn.
Storm Sense: Your connection to the wind allows you to feel the slightest shifts in air pressure. You gain Blindsight out to a range of 15 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
Your mastery over momentum reaches its absolute pinnacle. Your strikes no longer rely on the physical swing of a weapon through an atmosphere; instead, you generate devastating waves of pure kinetic force that rupture space itself.
Whenever you use your Action Surge feature, you become the Eye of the Storm, gaining the following benefits until the end of your current turn:
Spatial Strikes: The reach of your melee weapon attacks becomes 60 feet. All damage dealt by your melee weapon attacks becomes Force damage. These strikes project through a spatial rift; they function without penalty regardless of the surrounding medium, ignoring all impediments from environmental circumstances (such as being underwater or in a vacuum).
Kinetic Impact: The sheer force of your momentum becomes lethal. You deal an extra 1d10 Force damage whenever you hit a target with a melee weapon attack.
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