Fighter
Base Class: Fighter

A fighter who uses extreme speed to create openings, dodge attacks, and make powerful strikes.

Level 3: Wind's Grace

The wind has begun to follow and help you upon your travels. Your Walking Speed is increased by an additional 10ft.

Additionally, you have a number of Wind charges equal to 2 plus your Proficiency Bonus, which can be used to fuel other abilities in the subclass. You can expend a Second Wind as a Bonus Action to regain a number of charges equal to your Dexterity or Strength modifier instead of regaining hit points.

You regain all spent charges at the end of a Long Rest.

Level 3: Flowing Speed

Used wind charges give you a sudden burst of speed, enhancing actions when needed. You may expend 2 Wind Charges for either Wind Feature:

Wind Dash. When you take the Dash action, Opportunity Attacks have disadvantage against you.

Afterimage Dodge. When you take the Dodge action, as part of the action, you can make an attack with a Light weapon; you don't add modifiers to the damage roll.

Whenever you use a Wind Feature, your next weapon attack deals additional Force damage equal to one of the weapon's dice. Only one instance of this effect can be active at a time.

 

Level 7: First Wind Blessing

Intermediate training has given you one of the two blessings. Choose between either Flowing Barrier or Cutting Wind as your Minor Blessing. You may change your choice upon a Level-up. 

Cutting Wind

The wind guides and cuts through defense. Whenever you expend any number of Wind Charges, your next weapon attack ignores Slashing Resistance.

Flowing Barrier

A hushed wind helps disperse the impact of incoming attacks. Whenever you expend any number of Wind Charges, you gain twice as many Temporary Hit points. The maximum increase to Temporary hit points this feature can add is your Character Level.

[Such as, if you are level 10 and already have 9 Temporary hit points, you can only gain a maximum of 1 Temporary hit points, no matter the number of charges used]

Accelerated Gust

Your grace has grown stronger, enhancing its abilities and expanding your capabilities. Your Flowing Speed features are improved, the maximum number of additional Force damage at once is increased, as well as you can regain a number of charges equal to your Dexterity or Strength modifier without expending a Second Wind once a Long Rest.

Additionally, choose another Wind Feature to learn, then again at level 15.

When you use one of these features, your next weapon attack deals additional Force damage equal to one of the weapon's dice. Only two instances of this effect can be active at a time.

[Check Optional Feature Manager for Flowing Speed Replacement]

Gift of the Wind (1 Charge) [Concentration]

Requires Concentration.

As a Bonus Action, you or a creature within 40ft gains +1 to AC and has an additional 10ft of movement Speed until either 1 minute has passed or you lose Concentration.

Quick Strike (1 Charge)

As you make the Attack Action, if you use a Finesse weapon to attack during the Action, it is considered using a Light weapon; allowing it to fulfill the requirements for using another Light weapon in Two-Weapon Fighting this turn. 

Wind Blast (1 Charge)

As a Reaction when a creature moves within 10ft, you can burst a furious wind around you; all creatures within 10ft make a Dexterity Saving Throw, with a DC equal to 12 + your Proficiency Bonus. On a Failure, Large or smaller creatures are pushed away from you by 10ft, then each takes 2d4 Slashing damage.

Level 15: Second Wind Blessing

Nearing your mastery, you have been given another Blessing. Choose between either Wind Veil or Rising Gust as your Blessing. You may change your choice upon a Level-up.

Rising Gust

Your body becomes light as the wind flows you upwards. You have a Flying Speed of 15ft.

Wind Veil

Your body begins to grown nimble and sense things touched by your wind. You have Blindsight up to 15ft, as well as have +1 to AC.

Level 18: Resting Wind

You attain the peak of your power, finally being able to become one with the wind; giving you these benefits.

Resting. When you use a Second Wind to regain Hit points, you also regain 2 Wind Charges.


Flying. As a Bonus Action, or Reaction while falling more than 30ft, you can expend a number of Wind Charges to gain a Flying Speed, equal to 10ft for every Charge used; reducing the added Flying Speed by 10ft every minute until either reaching 0ft or ending the effect at Will. While you have this added Fly Speed, you take half damage from falling.

 

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