Base Class: Rogue
You've studied the Air Elemental's power, and only now has it granted you it.
Move like the Wind
At third level the Elemental gives you the ability to move without making a sound, you gain advantage on stealth checks relying on noise suppression.
You also gain the ability to turn into a gust of wind, being able to move through spaces as small as 1 inch wide once per short rest.
Gust
At 9th level the Air becomes your friend and you are able to use it to your advantage. You gain the ability to throw your enemies back with a gust of wind. (Can only be used with sneak attack)
Foes within 10 feet of you must make a DC 16 Strength Save, if they fail they get thrown back 10 feet and are knocked prone. If they succeed they are thrown back 5 feet.
Whirlwind
The air elementals teach you how to harness the wind. You gain a flying speed equal to your base walking speed which cannot increase by physical or magical means.
Suffocate
At 17th level your ability over the wind becomes suffocating, if an enemy attacks you, and misses, you can use your reaction to impose a cons save; DC 8 + proficiency bonus + dexterity modifier. If they succeed they take 1d10 force damage, if they fail they must make another one on the end of their turn, if they fail three times they become incapacitated. During these saves all their attacks are made at disadvantage towards you.
Previous Versions
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The idea is interesting but the subclass could use some work:
3rd Level) Move like the Wind: Generally you would want to gain more from a Subclass feature. Both the abilities are very specific in their usage. I would instead move the Flying Speed from Whirlwind to this ability, turn it into hovering speed for 10 minutes and limit it to a number of usages equal to your Proficiency Bonus per long rest. This would be similar to the Genie Warlock level 6 ability but then again, so is the flavor somewhat as both are about elementals.
9th Level) Gust: Does this ability mean, that if you declare using sneak attack, that you can also use the Gust ability? Or do you have to successfully have to hit with a sneak attack in order to use it? Is the ability part of the sneak attack or does it require a bonus action? It would be more useful to a melee rogue, if they could attempt this BEFORE making the sneak attack as part of a bonus action against a single enemy as the ability would then synergize well with melee sneak attack. If it is a ranged rogue, this ability would give the rogue disadvantage (on a failed DC) and they'd likely never use it. Therefore it would be nice if the rogue could choose to either attempt to move the enemy 10 feet (good for ranged) or knock them prone on the spot (good for melee), which is what I would change it to. Thus, imo, it would probably be nice to have this ability be a bonus action allowing the rogue to target one creature other than you (but including your other players) within 30 feet, have them make a Strength save DC 8 + Proficiency Bonus + Cha/Int/Wis Modifier (should be defined in this subclass, imo Cha fits best) which the target can choose to fail (so that you can move allies out of harms way) and then that creature is either moved 10 ft. or knocked prone (player's choice).
13th Level) Whirlwind: Permanent flying power isn't as strong by this point since if you need it, it's likely that you'd have needed it earlier. Additionally, the flying power from the suggested level 3 change is more than enough. Perhaps give the rogue something similar to the spell Maelstrom here.
17th Level) Suffocate: The power to have nearby creatures (of the player's choice!) suffocate would thematically make more sense as something like an aura (e.g. 10 ft.-radius but increase the damage or 30 ft.-radius) Where creatures starting their turn within that aura or entering it for the first time must make a Con Save DC 8 + Proficiency Bonus + Cha/Int/Wis Modifier (same as for the level 9 feature) or take that damage and half as much on a successful save. Disadvantage is too strong then though.