Base Class: Fighter
The Thunderfoot were a nomadic tribe from a land of sunny and wide-open plains with a vibrant dance tradition that incorporated their respect for their ancestor and primal spirits of the land. The combat forms of their warriors grew out of these dances, infusing their movements with elemental power. Though they were courageous and mighty, the Thunderfoot and their brave warriors fell prey to the curses and magic of a conquering empire from overseas expanding its territory. They were pushed out of their traditional ranges and into woods and forests, where they adapted the swift movements of the warriors for hit and run tactics. These ultimately were not enough to overcome the spells of the invaders, but the primal, elemental might of their warriors brought them great success in defending their new territory.
At present. the Thunderfoot are no longer nomadic, having roamed into a fertile stretch of forest they staked out as their permanent home, but the traditional combat forms and respect for nature have persisted: they prioritize the defense of family and the environment, even as they work as guides, guards, and mercenaries; the warriors, called braves, are eager to share the knowledge of their combat forms, seeing the natural world as a dance all have a part in. Moving around the battlefield in a whirlwind of motion, as a Thunderfoot brave you will be able to put yourself in position to strike like lightning and dance over your fallen opponents; you will likely be a force of nature in personality, too, with a dynamic and magnetic aura that draws others in. Whether from a Thunderfoot tribe or having studied under a brave, you are now ready to soar like a hawk towards your destiny.
Level 3: Windclad
The primal wind spirits channeled by combat forms you have learned flit about you, preventing your opponents from landing solid blows and brushing away weaker ones entirel; the strength of their protection improves with your connection and dedication to the natural world.
You have a 3+Wisdom modifier bonus to your unarmored Armor Class.
Level 3: Thunderous Athlete
Bolstered by the primal wind spirits, your training with the Thunderfoot combat forms allows you to land thunderous blows whose momentum carries you into position for your next strike.
You deal 1d4+Wisdom modifier Thunder damage to the target and enemies within 5 feet of it you can see in reach of your weapon when you land a melee weapon attack.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 7: Hawk Dive
At this level, your body control and experience with the elements let you glide through the air with ease and gives you protection from strong winds and noises.
When falling at least 20 feet, you can move 2 feet horizontally for each foot you fall, and choose the horizontal direction of the fall. You also gain resistance to Thunder damage.
Level 10: Lightning Speed
You are now swift as the wind, so quick that it is difficult to catch you out of position and to track your motion.
Opportunity attacks against you have disadvantage. Your unarmored movement speed increases by 10 feet.
Level 15: Soaring Step
Like the predators of the sky, you are now able to swoop in and out of battle, with elemental wind spirits buoying you up as your movement forms become smoother and more refined.
When you use your Tactical Shift or Thunderous Athlete features, you can spend any portion of that movement flying. In addition, you are always considered to be under the effect of the Feather Fall spell.
Level 18: Eye of the Storm
The goal of Thunderfoot braves is not simply becoming a whirl of motion, but finding balance with nature: being firmly rooted when necessary, and using the momentum of your opponents against them to draw them out of position when the storm of their fury breaks.
You have immunity to Thunder damage, and advantage on saving throws against forced movement. You gain an Emanation out to 10 ft that is active while you are conscious and not Incapacitated: when an enemy ends its turn in the emanation it must make a Dexterity save, and on a failure you may choose for it to be pulled up to ten feet towards you. This uses your Wisdom ability score.
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