Fighter
Base Class: Fighter

Wind Dragon Slayers are said to descend from those who dared to challenge the great sky wyrms—ancient dragons that ruled the heavens and rode the jetstreams between mountains and clouds. Unlike other slayers who claimed power through brute force or endurance, these warriors learned to survive by surrendering to the wind itself. Through long-forgotten rites, they consumed the breath of storm dragons, allowing the currents of the sky to flow through their bodies. Their footsteps grow light, their movements blur, and their voices sometimes carry on the breeze long after they’ve passed, as though the world itself conspires to carry them forward.

Across Izarth, Wind Dragon Slayers are rarely tied to one place, for the very idea of staying still feels like a betrayal of what they have become. They are wanderers, messengers, and sudden forces of change—appearing without warning and vanishing just as quickly. Sailors whisper of them guiding ships through impossible storms, while soldiers speak of battles lost the moment the air began to shift. Yet there is a quiet danger to their power, for the deeper one bonds with the wind, the harder it becomes to remain grounded. In time, some are said to lose all sense of weight and belonging, becoming little more than living currents—present everywhere, yet truly anchored nowhere.

Wind Dragon Galeforce Fist

At 3rd level, your unarmed strikes deal 1d10 bludgeoning dame + strength modifier plus 1d6 force damage. At 5th level it is 2d6, at level 11 it is 3d6, and 17th level is 4d6.

Healing Wind

At 3rd level, you can use an action to heal a creature for 2d8 + half your fighter level or you can absorb air to heal yourself as a reaction for 3d8 + your fighter level. You can use this as many times equal to your proficiency modifier.

Wind Affinity

At 7th level, you learn the ability to use the wind to fly. You gain a flying speed equal to double your walking speed.

Dragon's Resolve

At 10th level, You take on the strength and pride of a dragon. You are immune to being frightened and gain proficiency in dexterity saves.

Wind Dragon King

At 10th level, your control over wind has grown much stronger, allowing you to learn three new abilities. For abilities that require a saving throw, the DC is equal to 8 plus your proficiency bonus plus your constitution modifier. You can use these abilities as many times equal to your proficiency modifier.

Wind Dragon King Sky Drill. You roll an attack roll, you charge at a creature with the wind circulating around you. When you collide with a creature, you deal 5d6 bludgeoning damage and 5d6 force damage. The target makes a strength saving throw, on fail the target is pushed back 15 feet and is knocked prone. 

Wind Dragon King Milky Way. Using your action, you summon the enchanting power of the wind and choose up to three creatures of your choice. These creatures gain advantage on attack rolls, strength and dexterity ability checks, and strength and dexterity saving throws.

Wind Dragon King Roar. Using your action, you use your dragon lungs to unleash a breath attack. You exhale sharp blades of wind in a 60 foot line. Each creature in that area must make a Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one.

Additionally, your force damage is no longer affected by resistance. 

Healing Wind Improved

At 15th level, your healing is increased to 4d8 + half your fighter level and can be used on up to three creatures. Your air absorption healing increases to 5d8 + your fighter level. You can use these abilities as many times equal to your proficiency modifier.

Wind Dragon God

At 18th level, your control over wind has grown much stronger, allowing you to learn three new abilities. For abilities that require a saving throw, the DC is equal to 8 plus your proficiency bonus plus your constitution modifier. You can use these abilities as many times equal to your proficiency modifier.

Wind Dragon King Sky Drill. You roll an attack roll, you charge at a creature with the wind circulating around you. When you collide with a creature, you deal 10d6 bludgeoning damage and 10d6 force damage. The target makes a strength saving throw, on fail the target is pushed back 15 feet and is knocked prone. 

Wind Dragon King Milky Way. Using your action, you summon the enchanting power of the wind and choose up to six creatures of your choice. These creatures gain advantage on attack rolls, strength and dexterity ability checks, and strength and dexterity saving throws. Additionally, they gain temporary hit points based on half of your fighter level.

Wind Dragon King Roar. Using your action, you use your dragon lungs to unleash a breath attack. You exhale powerful of wind in a 60 foot line. Each creature in that area must make a Dexterity saving throw, taking 91 (26d6) force damage on a failed save, or half as much damage on a successful one.

Additionally, your force damage treats immunity as resistance. 

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