Fighter
Base Class: Fighter

The Dandelion Knight, through traveling with the wind and defending whoever they might find on their way, has achieved slight control over the winds to better defend those that need it.

 

 

 

 

it's just jean from genshin impact. I tried my best to translate her abilities to d&d terms but her abilities work on a charges system because I was not about to try and adapt the elemental particle system. also im too unoriginal to come up with a good flavor text

Gale Blade

At 3rd level, your control over the wind has allowed you to summon blasts of air to throw your enemies. As an action, you can force all creatures in a 5-foot cone to make a dexterity saving throw with a DC of 10 + your strength modifier. On a fail, the creature takes 1d6 force damage and is pushed back 5 feet. On a success, the creature takes half damage and is not knocked back. On the roll of a 1, the creature is also knocked prone.

When you use this feature, you can choose to expend your bonus action along with your action to force all creatures in a 5-foot cone to make a dexterity saving throw with a DC of 10 + your strength modifier. On a fail, the affected creature is launched 10 feet in a direction of your choice and takes 1d6 force damage as well as 1d4 bludgeoning damage. On a success, the creature takes half force damage, no bludgeoning damage, and is not launched. On the roll of a one, the creature is also knocked prone.

The damage inflicted increases to 2d6 force damage at 7th level, 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 18th level

This feature can only affect creatures of your size or smaller

This feature can be used 5 times per short or long rest.

Wind Bladework

At 3rd level, you have learned to channel the power of the winds through your blade to launch your enemies upward. Whenever you hit a creature with a melee weapon, you can choose to consume half of your total movement to have the creature make a dexterity saving throw with a DC of 10 + your strength modifier. On a fail, the creature is launched 5 feet into the air and remains there until your turn ends. while in this state, the creature is unable to take any reactions against you or any other creature, and if you were to leave their attack range, they would not get an attack of opportunity. On a success, nothing happens. On the roll of a 1, after your turn ends, the creature is knocked prone.

This feature can only affect creatures of your size or smaller.

Dandelion Breeze

At 3rd level, calling upon the wind's protection, you create a swirling Dandelion Field, launching surrounding enemies.

As an action, you can create a Dandelion Field, which is a 10-foot radius circle encircled in dandelions, centered upon yourself. Upon activation, all enemies within the field must make a Dexterity saving throw (DC=10 + your strength modifier). On a fail, the affected enemies take 1d12 force damage and are knocked back 5 feet. On a success, the enemies take half damage and are not knocked back. On the roll of a 1, the enemies are also knocked prone. Upon activation, all allied creatures within the field are immediately healed for 5 points of health. When an enemy creature enters or exits the field, they must make a dexterity saving throw (DC=10 + your strength modifier). On a fail, they take 1d6 force damage. On a success, they take half damage. When an allied creature starts their turn in the field, they regain 1d4 points of health. Enemy creatures within the field take an extra 1d4 force damage from your Gale Blade and Wind Bladework abilities (provided they fail the associated saving throw)

The field dissipates after 2 rounds of combat.

This feature can only be used once per long rest.

Wind Companion

While the winds can be strong and fierce, they can also be gentle and compassionate.

Starting at 3rd level, When you hit a creature with a melee weapon attack, roll 1d6. on the roll of a 6, you recover 1d4 points of health.

Let the Wind Lead

Starting at 7th level, when you use your Dandelion Breeze ability, roll 1d8, on the roll of an 8, you gain another use of your Dandelion Breeze ability before you long rest.

Spiraling Tempest

Starting at 7th level, when you consume your action and bonus action to use your Gale Blade ability, the 5-foot cone increases to a 10-foot cone.

When the West Wind Arises

Starting at 10th level, all damage and healing dealt by your Dandelion Breeze ability is increased by one of the appropriate dice.

Lands of Dandelion

Starting at 15th level, all enemy creatures within the field created by your Dandelion Breeze ability are considered weak to force damage.

Lion's Fang

Starting at 18th level, all allies within the field created by your Dandelion Breeze ability take 1d20 less damage from all sources

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2021 10:06:30 PM
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