Base Class: Fighter
Once upon a fairy tale, there was a boy that stood against a corrupted King and saved the world from being stuck in eternity so that everyone may make the most of their lives. After slaying the King and defeating the true villain, the boy earned the title of "The True King". However, before that title, he went by a different moniker; "The Knight of the Wind," a force that serves the world and the people.
His heroics inspired many, and eventually, many took his teachings to heart. A style based on the young hero was born, the followers taking the old moniker as the face of their cause.
Fighters that become Knights of the Wind have no true master, serving the wind that blows free. Injustice and tyranny, no matter the perpetrator, is what you stand against, wanting those that live to make the most of their lives.
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Soul Gauge
At third level, you're training and connection to the planet gifts you the ability "Soul Gauge." You gain 6 Soul points that you can use on special techniques that are listed below. You regain these soul points on a long rest.
Special Techniques
Quick Step- As a bonus action, you can use 1 Soul point to Disengage.
Speed Up- As a bonus action, you can use 1 Soul point to Dash.
Lunging Advance- You can spend 1 Soul Point to lunge 10 feet at an opponent to make a melee attack. This cannot be used if you would not reach the targeted enemy.
Soul Barrier- You can spend 2 Soul points as an action to give yourself 2d4 temporary hitpoints. This wears off after 2 hours.
Aegis Guard- As a Reaction, you can spend 2 Soul points to reduce the damage by 1d10 + fighter level.
Combat Style
When it comes to the Knight of the Wind, each follower takes their own path in how they interpret the code. This has led to multiple combat styles being created and passed down. The three most popular are; the Knight, the Cavalier, and the Paladin.
At seventh level, you take one of these combat styles.
The Knight- Knights focus on a balance between speed and power. You may choose another Fighting Style, as well as switch out an old one if you so desire.
The Cavalier- The Cavalier focuses on Movement over power. Your movement speed increases by 10 feet.
The Paladin- Paladins focus on power over Speed. You treat the first 1's you roll on damage rolls as 3's. However, you can apply this to additional 1's up to your charisma modifier every long rest, with a minimum of one.
Sword from the Stone
The Knights of the Wind serve the planet, and through that service, an entity imbues their weaponry with the spirit of nature.
At 10th level, you can preform a one hour ritual to imbue your melee weapon with magical energy. Your melee weapon becomes magical. This lasts until you preform the ritual again on another weapon.
This ritual cannot be done on already magical weapons.
Soul Surge
At tenth level, the practice of your techniques start to pay off. You gain 3 more Soul Points and three of the techniques to improve. You can still use your original versions of each techniques as well.
Special Techniques
Lunging Advance + - You can spend 1 Soul Point to lunge 20 feet at an opponent to make a melee attack. This cannot be used if you would not reach the targeted enemy.
Soul Barrier + - You can spend 2 Soul points as an action to give yourself 3d4 + Charisma Modifier temporary hitpoints. This wears off after a long rest.
Aegis Guard + - As a Reaction, you can spend 2 Soul points to reduce the damage by 1d10 + fighter level. If you decrease the damage to 0, you may make a single melee attack at the attacker if they are in range.
Excalibur
Having gained the blessing of the sacred swords, you can call upon the power of Excalibur, the true blade.
At level Eighteen, you can use the "Sword from the Stone" ability in only one action. The melee weapon gain's a plus three to attack and damage rolls.
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