https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Gamegeniecentral&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T21:51:58ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=1004249Wind Blade (5e Class)2018-01-31T19:08:44Z<p>Gamegeniecentral: /* Mastery of The Blade */</p>
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<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. {{5a|con}} is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Powers, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Powers==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in [[5e_SRD:Combat|Combat]]" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the "Attack" action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|Blinded}}, {{5c|Deafened}} or the creature is {{5c|Invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|Incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. By 14th level, you have become completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.<br />
<br />
Additionally, When you take the [[5e SRD:Attack Action|Attack]] action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions.<br />
<br />
'''Surprise Attack:''' You can make one melee attack on the creature.<br />
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'''Disarm:''' If the creature is wielding a weapon, you can force the target to make a {{5a|str}} saving throw against your spell save DC. On a failure, the weapon is thrown out of their hand onto the ground next to them.<br />
<br />
'''Trip:''' If a Large or smaller creature is on the ground, you can force the creature to make a {{5a|dex}} saving throw against your spell save DC. On a failure, the target is knocked {{5c|Prone}}.<br />
<br />
'''Dirty Blow:''' Using underhanded tactics, you can force a creature to make a {{5a|con}} saving throw against your spell save DC. On a failure, the target has disadvantage on their next attack roll until the start of your next turn.<br />
<br />
You can use this feature a number of times equal to your {{5a|wis}} modifier(minimum of one), and you regain all uses of this feature at the end of a long rest.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(3rd Level) Cloudy Cover(1 point) -''' You can cast [[5e_SRD:Fog Cloud|''fog cloud'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
<br />
'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
'''Slash:''' The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
'''Wind Beam:''' The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
'''Whirlwind:''' The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficiency out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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[[Category:5e]]<br />
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[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=1004247Wind Blade (5e Class)2018-01-31T19:07:33Z<p>Gamegeniecentral: /* Mastery of The Blade */ Clarification</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. {{5a|con}} is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Powers, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Powers==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in [[5e_SRD:Combat|Combat]]" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the "Attack" action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|Blinded}}, {{5c|Deafened}} or the creature is {{5c|Invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|Incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
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====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. By 14th level, you have become completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.<br />
<br />
Additionally, When you take the [[5e SRD:Attack Action|Attack]] action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions.<br />
<br />
'''Surprise Attack:''' You can make one melee attack on the creature.<br />
<br />
'''Disarm:''' If the creature is wielding a weapon, you can force the target to make a {{5a|str}} saving throw against your spell save DC. On a failure, the weapon is thrown out of their hand onto the ground next to them.<br />
<br />
'''Trip:''' If a Large or smaller creature is on the ground, you can force the creature to make a {{5a|dex}} saving throw against your spell save DC. On a failure, the target is knocked {{5c|Prone}}.<br />
<br />
'''Dirty Blow:''' Using underhanded tactics, you can force a creature to make a {{5a|con}} against your spell save DC. On a failure, the target has disadvantage on their next attack roll until the start of your next turn.<br />
<br />
You can use this feature a number of times equal to your {{5a|wis}} modifier(minimum of one), and you regain all uses of this feature at the end of a long rest.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(3rd Level) Cloudy Cover(1 point) -''' You can cast [[5e_SRD:Fog Cloud|''fog cloud'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
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'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
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====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
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'''Slash:''' The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
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'''Wind Beam:''' The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
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'''Whirlwind:''' The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
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You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficiency out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=1003896Talk:Wind Blade (5e Class)2018-01-30T21:40:56Z<p>Gamegeniecentral: </p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
<br />
:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
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:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
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:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
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:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
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::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
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:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
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::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
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:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
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:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
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::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
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:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
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::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
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:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
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::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
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::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
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:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
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::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
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:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
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::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
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I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
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:That sounds very reasonable, you have access to a ton of options in the Tempest/spell arts features (attack, moving, support spells, damage spells) with very little maximum Tempest points. You still should not have access to as much spell casting as a regular caster, but you make up for that with the variety of options with Tempest points at your disposal and pretty high damage output. As always this is a work in progress, if you find out that any of the Tempest Blade, Tempest Spells, or Spell Arts Spells costs need tweaking feel free to give your thoughts on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:13, 6 October 2017 (MDT)<br />
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::Actually at 1st level, the class had next to no features that improved combat, so you would be weaker than most classes at 1st level. The change to fighting styles and the advanced fighting styles both help balance the class and give the blade arts archetype another unique feature, well done.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:05, 19 October 2017 (MDT)<br />
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First of all, I'm glad you agreed with moving the fighting style to 1st level and you like the advanced fighting style idea I came up with. I also agree with a lot of your recent changes to the class and I appreciate you making the class cleaner and adding more reference links. From playtesting the class in one of my campaigns, I found Strength of the Tempest to be very underwhelming in terms of power when the dice were d6s, which is why I changed them to d8s. However, I do agree the 6d8 was too much power, so I decided to change the maximum dice to either 4d8 or 5d8. It is currently at 5d8 and I hope to test that in the next session, but if you think it should be 4d8 you can change it. The other thing was Vortex Slam. The idea behind the skill is that you are sucker punching the target and using wind to strengthen the power of the punch. That and the fact that it knocked them prone is why it makes more sense for the skill to do force damage instead of slashing. Once again it's been an honor to work with you on the class and I hope we can continue to work together on this class in the future. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 21:52, 20 October 2017 (MDT)<br />
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:Limiting Strength of the Tempest to do 4d8 works as well as too limit the damage it can deal in a single turn. I also wanted to change Vortex Slam to slashing for two reasons, one force damage is really strong, almost no creatures have resistance to force damage compared to other damage types and magical winds cutting up an opponent instead of pushing them(force) seems to make more sense. If you want the attack to strength the power of a punch instead of creating cutting winds around the punch, I would recommend changing the damage type to bludgeoning instead. I will be changing Vortex Slam to make more sense(not have a saving throw to hit, instead making it more of an actual punch) and changing the damage type to bludgeoning, after it is done, you can tell me how it looks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:40, 20 October 2017 (MDT)<br />
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:It has also been great to work with you, the class has advanced leaps and bounds since its first several iterations. I can say that I have thoroughly enjoyed the work here and on the wiki in general and will continue to be around in the future to keep on doing those things.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:55, 20 October 2017 (MDT)<br />
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::[[User:Gamegeniecentral|Gamegeniecentral]], the Strength of the Tempest feature can be used/deals more damage than the paladin's [[5e_SRD:Paladin#Divine_Smite|divine smite]] at lower levels(you have more charges for it), so I will be moving it to be a bit higher level as you can do too much damage at those levels with it. Also, should Speed of the Tempest be removed/reworked(I now know that this kind of feature should not exist in 5e) and Vortex Slam be moved to 7th level?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 23:24, 20 October 2017 (MDT)<br />
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I asked some of my friends in the D&D group I was testing the class in and they said that vortex slam, if you have to make an attack roll and then a save adds too much risk to the skill, could end up being a waste of points if you miss, and it makes things too complicated. An action should be either an attack or a save, it should not be both. That's why I changed it back to just a save. In order to make it a little less powerful, however, I made it a little bit more costly to use so you can use it less--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 19:13, 21 October 2017 (MDT)<br />
:So you changed the effect to be a melee spell attack, that works. I also love what you did with winds of clarity. Besides that, I think the effect is very weak for 4 tempest points, comparing it to dust devil or Freedom of Movement makes the effect look like a joke for 4 tempest points. The damage could increased to 3d8 and the cost reduced to 3. Also Strength of the Tempest if fine compared to divine smite after 4th level(Paladin gets more spell slots at 5th level to equalize the power level of the features), which is why I left the cost at 2 and only increased the level you get it at.<br />
:On another note, some attacks can have both an attack roll and a saving throw although it is generally avoided, and you should ''never'' have your PC's regular weapon attack always requires a saving throw. Some examples that have both include poisons, and certain creature attacks that have additional effects.(see balor's [[5e_SRD:Balor|whip pull]], creature [[5e_SRD:Bone_Devil|poison]], [[5e_SRD:Couatl|restrained]], and [[5e_SRD:Aboleth|diseased]])--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:04, 21 October 2017 (MDT)<br />
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After receiving some feedback on the class, I learned that a class feature should not be given a free feat since it is way too powerful and no other classes give one for free. Therefore, I removed the advanced fighting styles and replaced them with an improved version of the counter ability we had and limited its uses to balance out it's power. I also gave it another feature in order to improve on the idea that the character is a master at swordplay and 1-on-1 duels. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 14:40, 30 January 2018 (MST)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=1003894Talk:Wind Blade (5e Class)2018-01-30T21:39:10Z<p>Gamegeniecentral: </p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
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:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
<br />
:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
<br />
:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
<br />
:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
<br />
:::Multiclassing. Changed to wis 13 instead of str 13.<br />
<br />
:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
<br />
::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
<br />
:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
<br />
:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
<br />
:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
<br />
::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
<br />
::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
<br />
:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
<br />
::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
<br />
:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
<br />
::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
<br />
:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
<br />
::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
<br />
:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
<br />
::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
<br />
::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
<br />
:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
<br />
::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
<br />
:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
<br />
::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
<br />
I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
<br />
:That sounds very reasonable, you have access to a ton of options in the Tempest/spell arts features (attack, moving, support spells, damage spells) with very little maximum Tempest points. You still should not have access to as much spell casting as a regular caster, but you make up for that with the variety of options with Tempest points at your disposal and pretty high damage output. As always this is a work in progress, if you find out that any of the Tempest Blade, Tempest Spells, or Spell Arts Spells costs need tweaking feel free to give your thoughts on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:13, 6 October 2017 (MDT)<br />
<br />
::Actually at 1st level, the class had next to no features that improved combat, so you would be weaker than most classes at 1st level. The change to fighting styles and the advanced fighting styles both help balance the class and give the blade arts archetype another unique feature, well done.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:05, 19 October 2017 (MDT)<br />
<br />
First of all, I'm glad you agreed with moving the fighting style to 1st level and you like the advanced fighting style idea I came up with. I also agree with a lot of your recent changes to the class and I appreciate you making the class cleaner and adding more reference links. From playtesting the class in one of my campaigns, I found Strength of the Tempest to be very underwhelming in terms of power when the dice were d6s, which is why I changed them to d8s. However, I do agree the 6d8 was too much power, so I decided to change the maximum dice to either 4d8 or 5d8. It is currently at 5d8 and I hope to test that in the next session, but if you think it should be 4d8 you can change it. The other thing was Vortex Slam. The idea behind the skill is that you are sucker punching the target and using wind to strengthen the power of the punch. That and the fact that it knocked them prone is why it makes more sense for the skill to do force damage instead of slashing. Once again it's been an honor to work with you on the class and I hope we can continue to work together on this class in the future. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 21:52, 20 October 2017 (MDT)<br />
<br />
:Limiting Strength of the Tempest to do 4d8 works as well as too limit the damage it can deal in a single turn. I also wanted to change Vortex Slam to slashing for two reasons, one force damage is really strong, almost no creatures have resistance to force damage compared to other damage types and magical winds cutting up an opponent instead of pushing them(force) seems to make more sense. If you want the attack to strength the power of a punch instead of creating cutting winds around the punch, I would recommend changing the damage type to bludgeoning instead. I will be changing Vortex Slam to make more sense(not have a saving throw to hit, instead making it more of an actual punch) and changing the damage type to bludgeoning, after it is done, you can tell me how it looks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:40, 20 October 2017 (MDT)<br />
<br />
:It has also been great to work with you, the class has advanced leaps and bounds since its first several iterations. I can say that I have thoroughly enjoyed the work here and on the wiki in general and will continue to be around in the future to keep on doing those things.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:55, 20 October 2017 (MDT)<br />
<br />
::[[User:Gamegeniecentral|Gamegeniecentral]], the Strength of the Tempest feature can be used/deals more damage than the paladin's [[5e_SRD:Paladin#Divine_Smite|divine smite]] at lower levels(you have more charges for it), so I will be moving it to be a bit higher level as you can do too much damage at those levels with it. Also, should Speed of the Tempest be removed/reworked(I now know that this kind of feature should not exist in 5e) and Vortex Slam be moved to 7th level?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 23:24, 20 October 2017 (MDT)<br />
<br />
I asked some of my friends in the D&D group I was testing the class in and they said that vortex slam, if you have to make an attack roll and then a save adds too much risk to the skill, could end up being a waste of points if you miss, and it makes things too complicated. An action should be either an attack or a save, it should not be both. That's why I changed it back to just a save. In order to make it a little less powerful, however, I made it a little bit more costly to use so you can use it less--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 19:13, 21 October 2017 (MDT)<br />
:So you changed the effect to be a melee spell attack, that works. I also love what you did with winds of clarity. Besides that, I think the effect is very weak for 4 tempest points, comparing it to dust devil or Freedom of Movement makes the effect look like a joke for 4 tempest points. The damage could increased to 3d8 and the cost reduced to 3. Also Strength of the Tempest if fine compared to divine smite after 4th level(Paladin gets more spell slots at 5th level to equalize the power level of the features), which is why I left the cost at 2 and only increased the level you get it at.<br />
:On another note, some attacks can have both an attack roll and a saving throw although it is generally avoided, and you should ''never'' have your PC's regular weapon attack always requires a saving throw. Some examples that have both include poisons, and certain creature attacks that have additional effects.(see balor's [[5e_SRD:Balor|whip pull]], creature [[5e_SRD:Bone_Devil|poison]], [[5e_SRD:Couatl|restrained]], and [[5e_SRD:Aboleth|diseased]])--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:04, 21 October 2017 (MDT)<br />
<br />
After receiving some feedback on the class, I learned that a class feature should not be given a free feat since it is way too powerful and no other classes give one for free. Therefore, I removed the advanced fighting styles and replaced them with an improved version of the counter ability we had and limited its uses to balance out it's power. I also gave it another feature in order to improve on the idea that the character is a master at swordplay and 1-on-1 duels.</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=1003887Wind Blade (5e Class)2018-01-30T21:35:26Z<p>Gamegeniecentral: See discussion for reasoning</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Powers, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Powers==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the "Attack" action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. You are now completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.<br />
<br />
Additionally, When you take the [[5e SRD:Attack Action|Attack]] action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions<br />
<br />
''Surprise Attack:'' You can make one melee attack on the creature<br />
<br />
''Disarm:'' If the creature is wielding a weapon, you can force the target to make a Strength saving throw using your spell save DC. On a fail, the weapon is <br />
thrown out of their hand onto the ground next to them.<br />
<br />
''Trip:'' If the creature is on the ground and is a Large or smaller creature, you can force the creature to make a Dexterity saving throw using your spell save DC. On a fail, the target is knocked prone.<br />
<br />
''Dirty Blow:'' Using underhanded tactics, you can force a creature to make a Constitution saving throw using your spell save DC. On a fail, the target has disadvantage on the next attack they make. This effect lasts until the start of your next turn.<br />
<br />
You can use your counter attack a number of times equal to your wisdom modifier (minimum of 1). You regain all uses after completing a long rest.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(3rd Level) Cloudy Cover(1 point) -''' You can cast [[5e_SRD:Fog Cloud|''fog cloud'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
<br />
'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficiency out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=999945Wind Blade (5e Class)2018-01-19T19:19:50Z<p>Gamegeniecentral: I renamed Tempest Blade to Tempest Powers since not all of the abilities involved a weapon, so the name is more fitting. If anyone has a better name than Tempest Powers, please suggest one in the discussion tab.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Powers, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Powers==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the "Attack" action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the [[5e SRD:Attack Action|Attack]] action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent until the start of your next turn. You can halve the damage of the next attack that hits you if the attacker is within 5 feet of you, you can use your reaction to make one melee weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(3rd Level) Cloudy Cover(1 point) -''' You can cast [[5e_SRD:Fog Cloud|''fog cloud'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
<br />
'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=999935Wind Blade (5e Class)2018-01-19T18:52:02Z<p>Gamegeniecentral: /* Spell Arts Spells */ The spell fog cloud was brought to my attention recently so I thought I would add it to spell arts since it's a simple spell and would bring Spell Arts to 10 spells, the same as Tempest Spells and Tempest Blades</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
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|extra1_name= Tempest Points<br />
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<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
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-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
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====Extra Attack====<br />
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Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
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====Sight of the Tempest====<br />
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Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
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====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
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====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
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Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
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-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
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-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the [[5e SRD:Attack Action|Attack]] action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent until the start of your next turn. You can halve the damage of the next attack that hits you if the attacker is within 5 feet of you, you can use your reaction to make one melee weapon attack on the creature.<br />
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====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
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Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
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'''(3rd Level) Cloudy Cover(1 point) -''' You can cast [[5e_SRD:Fog Cloud|''fog cloud'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
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'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
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-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
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-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
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-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
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You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=982036Wind Blade (5e Class)2017-12-04T00:25:28Z<p>Gamegeniecentral: /* Mastery of The Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Sentinel'' feat, which means When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn, Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach, and when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and if the attacker is within 5 feet of you, you can use your reaction to make one melee weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
<br />
'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=977904Wind Blade (5e Class)2017-11-30T16:52:59Z<p>Gamegeniecentral: /* Spell Arts Spells */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
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====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Blade Flurry(1 point) -''' You can cast ''zephyr strike'' as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos of the Tempest(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
<br />
'''(13th Level) Swamp Fog(6 points) -''' You can cast [[5e_SRD:Cloudkill|''cloudkill'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
{{Design Note|Spells listed here that do not have a direct link attached to them are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=968192Wind Blade (5e Class)2017-11-23T05:38:01Z<p>Gamegeniecentral: </p>
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<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
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=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
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You also learn one fighting style of your choice between: <br />
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-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
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-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
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-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
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====Fleet of Step====<br />
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Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
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====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
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'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
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'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
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'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
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'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
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'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
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'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
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'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
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'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
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'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
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====Extra Attack====<br />
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Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
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====Sight of the Tempest====<br />
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Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
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====Cloud Copy====<br />
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Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
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At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
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At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
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====Vacuum Dome====<br />
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Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
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====Immovable Mind====<br />
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Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
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====Wispy Body====<br />
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Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
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===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
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====Flash Strike====<br />
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During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
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Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
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====Flash Step====<br />
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Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
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Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
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====Mastery of The Blade====<br />
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Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
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-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
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-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
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-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
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Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
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Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
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Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Chaos Domain(5 points) -''' You can cast ''storm sphere'' as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast ''steel-wind strike'' as a 5th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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{{Design Note|''Storm Sphere'' and ''Steel-Wind Strike'' are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
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-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
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-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
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-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
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You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=968189Wind Blade (5e Class)2017-11-23T05:34:34Z<p>Gamegeniecentral: With the release of Xanathar's Guide, I decided to replace some of the Spell Arts spells that seemed out of place for the wind blade with some of the new wind-based spells introduced in the book</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= {{5a|str}} and your choice of {{5a|dex}} or {{5a|wis}} <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
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You also learn one fighting style of your choice between: <br />
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-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
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-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
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-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
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====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
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====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
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'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
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'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
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'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
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'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
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'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
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'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
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====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
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====Extra Attack====<br />
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Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
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====Sight of the Tempest====<br />
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Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
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====Cloud Copy====<br />
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Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
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At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
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At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
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====Vacuum Dome====<br />
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Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
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====Immovable Mind====<br />
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Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
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====Wispy Body====<br />
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Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
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===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
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====Flash Strike====<br />
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During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
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Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
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====Flash Step====<br />
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Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
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Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
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====Mastery of The Blade====<br />
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Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
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-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
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-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
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-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
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Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Chaos Domain(5 points) -''' You can cast "storm sphere" as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast "steel-wind strike" as a 5th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
{{Design Note Storm Sphere and Steel-Wind Strike are from ''Xanathar's Guide to Everything,'' the new expansion released by WOTC.}}<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked {{5c|prone}}.<br />
<br />
You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=967672Wind Blade (5e Class)2017-11-22T01:39:58Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is huge or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(5 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All creatures hit by the whirlwind must make a Dexterity saving throw against your spell save DC. On a fail, the creature is knocked back 5 feet and knocked prone.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=967669Wind Blade (5e Class)2017-11-22T01:38:38Z<p>Gamegeniecentral: /* Spell Arts */ Buffed Spell Arts to make it on par with Blade Arts and to make the subclass more worthwhile to take</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(5 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Nature's Warrior====<br />
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the effect of the spell.<br />
<br />
====Weapon of the Tempest====<br />
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:<br />
<br />
-''Slash'': The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.<br />
<br />
-''Wind Beam'': The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 force damage + your spellcasting ability modifier.<br />
<br />
-''Whirlwind'': The weapon does a spin attack to hit every creature within 5 feet of it. All creatures hit by the whirlwind must make a Dexterity saving throw against your spell save DC. On a fail, the creature is knocked back 5 feet and knocked prone.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=963449Wind Blade (5e Class)2017-11-13T03:29:47Z<p>Gamegeniecentral: /* Flash Fury */ Flash Fury was kind of dull for a third level ability, and it tampered off in usefulness as you gained levels. I updated it to Flash Strike to make it more useful and flavorful.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Strike====<br />
<br />
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
Additionally, whenever you spend Tempest Points to activate you Tempest Blade or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=955428Wind Blade (5e Class)2017-10-25T02:14:36Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 3d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 4d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful {{5a|dex}} saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
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====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=954156Wind Blade (5e Class)2017-10-22T01:14:45Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points) -''' Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
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Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
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Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
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Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
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===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
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====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
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====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=954154Talk:Wind Blade (5e Class)2017-10-22T01:13:01Z<p>Gamegeniecentral: /* Current Balance Issues */</p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
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:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
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:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
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:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
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:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
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::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
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:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
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::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
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:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
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===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
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:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
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::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
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:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
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::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
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:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
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::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
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::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
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:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
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::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
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:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
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::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
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I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
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:That sounds very reasonable, you have access to a ton of options in the Tempest/spell arts features (attack, moving, support spells, damage spells) with very little maximum Tempest points. You still should not have access to as much spell casting as a regular caster, but you make up for that with the variety of options with Tempest points at your disposal and pretty high damage output. As always this is a work in progress, if you find out that any of the Tempest Blade, Tempest Spells, or Spell Arts Spells costs need tweaking feel free to give your thoughts on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:13, 6 October 2017 (MDT)<br />
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::Actually at 1st level, the class had next to no features that improved combat, so you would be weaker than most classes at 1st level. The change to fighting styles and the advanced fighting styles both help balance the class and give the blade arts archetype another unique feature, well done.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:05, 19 October 2017 (MDT)<br />
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First of all, I'm glad you agreed with moving the fighting style to 1st level and you like the advanced fighting style idea I came up with. I also agree with a lot of your recent changes to the class and I appreciate you making the class cleaner and adding more reference links. From playtesting the class in one of my campaigns, I found Strength of the Tempest to be very underwhelming in terms of power when the dice were d6s, which is why I changed them to d8s. However, I do agree the 6d8 was too much power, so I decided to change the maximum dice to either 4d8 or 5d8. It is currently at 5d8 and I hope to test that in the next session, but if you think it should be 4d8 you can change it. The other thing was Vortex Slam. The idea behind the skill is that you are sucker punching the target and using wind to strengthen the power of the punch. That and the fact that it knocked them prone is why it makes more sense for the skill to do force damage instead of slashing. Once again it's been an honor to work with you on the class and I hope we can continue to work together on this class in the future. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 21:52, 20 October 2017 (MDT)<br />
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:Limiting Strength of the Tempest to do 4d8 works as well as too limit the damage it can deal in a single turn. I also wanted to change Vortex Slam to slashing for two reasons, one force damage is really strong, almost no creatures have resistance to force damage compared to other damage types and magical winds cutting up an opponent instead of pushing them(force) seems to make more sense. If you want the attack to strength the power of a punch instead of creating cutting winds around the punch, I would recommend changing the damage type to bludgeoning instead. I will be changing Vortex Slam to make more sense(not have a saving throw to hit, instead making it more of an actual punch) and changing the damage type to bludgeoning, after it is done, you can tell me how it looks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:40, 20 October 2017 (MDT)<br />
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:It has also been great to work with you, the class has advanced leaps and bounds since its first several iterations. I can say that I have thoroughly enjoyed the work here and on the wiki in general and will continue to be around in the future to keep on doing those things.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:55, 20 October 2017 (MDT)<br />
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::[[User:Gamegeniecentral|Gamegeniecentral]], the Strength of the Tempest feature can be used/deals more damage than the paladin's [[5e_SRD:Paladin#Divine_Smite|divine smite]] at lower levels(you have more charges for it), so I will be moving it to be a bit higher level as you can do too much damage at those levels with it. Also, should Speed of the Tempest be removed/reworked(I now know that this kind of feature should not exist in 5e) and Vortex Slam be moved to 7th level?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 23:24, 20 October 2017 (MDT)<br />
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I asked some of my friends in the D&D group I was testing the class in and they said that vortex slam, if you have to make an attack roll and then a save adds too much risk to the skill, could end up being a waste of points if you miss, and it makes things too complicated. An action should be either an attack or a save, it should not be both. That's why I changed it back to just a save. In order to make it a little less powerful, however, I made it a little bit more costly to use so you can use it less--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 19:13, 21 October 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=954153Talk:Wind Blade (5e Class)2017-10-22T01:12:27Z<p>Gamegeniecentral: /* Current Balance Issues */</p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
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:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
<br />
:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
<br />
:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
<br />
:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
<br />
:::Multiclassing. Changed to wis 13 instead of str 13.<br />
<br />
:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
<br />
::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
<br />
:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
<br />
:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
<br />
:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
<br />
::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
<br />
::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
<br />
:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
<br />
::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
<br />
:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
<br />
::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
<br />
:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
<br />
::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
<br />
:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
<br />
::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
<br />
::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
<br />
:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
<br />
::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
<br />
:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
<br />
::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
<br />
I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
<br />
:That sounds very reasonable, you have access to a ton of options in the Tempest/spell arts features (attack, moving, support spells, damage spells) with very little maximum Tempest points. You still should not have access to as much spell casting as a regular caster, but you make up for that with the variety of options with Tempest points at your disposal and pretty high damage output. As always this is a work in progress, if you find out that any of the Tempest Blade, Tempest Spells, or Spell Arts Spells costs need tweaking feel free to give your thoughts on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:13, 6 October 2017 (MDT)<br />
<br />
::Actually at 1st level, the class had next to no features that improved combat, so you would be weaker than most classes at 1st level. The change to fighting styles and the advanced fighting styles both help balance the class and give the blade arts archetype another unique feature, well done.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:05, 19 October 2017 (MDT)<br />
<br />
First of all, I'm glad you agreed with moving the fighting style to 1st level and you like the advanced fighting style idea I came up with. I also agree with a lot of your recent changes to the class and I appreciate you making the class cleaner and adding more reference links. From playtesting the class in one of my campaigns, I found Strength of the Tempest to be very underwhelming in terms of power when the dice were d6s, which is why I changed them to d8s. However, I do agree the 6d8 was too much power, so I decided to change the maximum dice to either 4d8 or 5d8. It is currently at 5d8 and I hope to test that in the next session, but if you think it should be 4d8 you can change it. The other thing was Vortex Slam. The idea behind the skill is that you are sucker punching the target and using wind to strengthen the power of the punch. That and the fact that it knocked them prone is why it makes more sense for the skill to do force damage instead of slashing. Once again it's been an honor to work with you on the class and I hope we can continue to work together on this class in the future. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 21:52, 20 October 2017 (MDT)<br />
<br />
:Limiting Strength of the Tempest to do 4d8 works as well as too limit the damage it can deal in a single turn. I also wanted to change Vortex Slam to slashing for two reasons, one force damage is really strong, almost no creatures have resistance to force damage compared to other damage types and magical winds cutting up an opponent instead of pushing them(force) seems to make more sense. If you want the attack to strength the power of a punch instead of creating cutting winds around the punch, I would recommend changing the damage type to bludgeoning instead. I will be changing Vortex Slam to make more sense(not have a saving throw to hit, instead making it more of an actual punch) and changing the damage type to bludgeoning, after it is done, you can tell me how it looks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:40, 20 October 2017 (MDT)<br />
<br />
:It has also been great to work with you, the class has advanced leaps and bounds since its first several iterations. I can say that I have thoroughly enjoyed the work here and on the wiki in general and will continue to be around in the future to keep on doing those things.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:55, 20 October 2017 (MDT)<br />
<br />
::[[User:Gamegeniecentral|Gamegeniecentral]], the Strength of the Tempest feature can be used/deals more damage than the paladin's [[5e_SRD:Paladin#Divine_Smite|divine smite]] at lower levels(you have more charges for it), so I will be moving it to be a bit higher level as you can do too much damage at those levels with it. Also, should Speed of the Tempest be removed/reworked(I now know that this kind of feature should not exist in 5e) and Vortex Slam be moved to 7th level?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 23:24, 20 October 2017 (MDT)<br />
<br />
I asked some of my friends in the D&D group I was testing the class in and they said that vortex slam, if you have to make an attack roll and then a save adds too much risk to the skill, could end up being a waste of points if you miss, and it makes things too complicated. An action should be either an attack or a save, it should not be both. That's why I changed it back to just a save. In order to make it a little less powerful, however, I made it a little bit more costly to use so you can use it less.</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=954151Wind Blade (5e Class)2017-10-22T01:07:33Z<p>Gamegeniecentral: Added Winds of Clarity to replace Speed of the Tempest; Changed Vortex Slam back to just a save; Increased the cost of Strength of the Tempest and Vortex Slam.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(3rd Level) Winds of Clarity (3 points): Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again. <br />
<br />
'''(5th Level) Strength of the Tempest (3 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(7th Level) Vortex Slam (4 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
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'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
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'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
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====Tempest Spells====<br />
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Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
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====Ability Score Increase====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
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Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
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====Sight of the Tempest====<br />
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Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
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====Cloud Copy====<br />
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Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
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At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
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At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
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====Vacuum Dome====<br />
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Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
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====Immovable Mind====<br />
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Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
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====Wispy Body====<br />
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You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
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===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
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====Flash Fury====<br />
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Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
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====Flash Step====<br />
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Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
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Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
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====Mastery of The Blade====<br />
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Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
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-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
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-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
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-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
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Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
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Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
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Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
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===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
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====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
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====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=953776Talk:Wind Blade (5e Class)2017-10-21T03:52:36Z<p>Gamegeniecentral: </p>
<hr />
<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
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:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
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:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
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:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
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:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
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::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
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:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
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::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
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:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
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:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
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::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
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:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
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::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
<br />
:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
<br />
::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
<br />
::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
<br />
:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
<br />
::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
<br />
:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
<br />
::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
<br />
I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
<br />
:That sounds very reasonable, you have access to a ton of options in the Tempest/spell arts features (attack, moving, support spells, damage spells) with very little maximum Tempest points. You still should not have access to as much spell casting as a regular caster, but you make up for that with the variety of options with Tempest points at your disposal and pretty high damage output. As always this is a work in progress, if you find out that any of the Tempest Blade, Tempest Spells, or Spell Arts Spells costs need tweaking feel free to give your thoughts on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:13, 6 October 2017 (MDT)<br />
<br />
::Actually at 1st level, the class had next to no features that improved combat, so you would be weaker than most classes at 1st level. The change to fighting styles and the advanced fighting styles both help balance the class and give the blade arts archetype another unique feature, well done.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:05, 19 October 2017 (MDT)<br />
<br />
First of all, I'm glad you agreed with moving the fighting style to 1st level and you like the advanced fighting style idea I came up with. I also agree with a lot of your recent changes to the class and I appreciate you making the class cleaner and adding more reference links. From playtesting the class in one of my campaigns, I found Strength of the Tempest to be very underwhelming in terms of power when the dice were d6s, which is why I changed them to d8s. However, I do agree the 6d8 was too much power, so I decided to change the maximum dice to either 4d8 or 5d8. It is currently at 5d8 and I hope to test that in the next session, but if you think it should be 4d8 you can change it. The other thing was Vortex Slam. The idea behind the skill is that you are sucker punching the target and using wind to strengthen the power of the punch. That and the fact that it knocked them prone is why it makes more sense for the skill to do force damage instead of slashing. Once again it's been an honor to work with you on the class and I hope we can continue to work together on this class in the future. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 21:52, 20 October 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=953767Wind Blade (5e Class)2017-10-21T03:43:58Z<p>Gamegeniecentral: Changed Strength of the Tempest back to d8's, but lowered the maximum dice; Changed Vortex Slam back to force. Changes explained in discussion.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a {{5a|str}} saving throw versus your spell save DC. On a failure, they take 2d6 force damage and, if the creature is Large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. <br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a {{5a|dex}} saving throw versus your spell save DC. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. {{5a|wis}} is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your {{5a|wis}} modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your {{5a|wis}} modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your {{5a|wis}} modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: {{5a|dex}} 13 and {{5a|wis}} 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=953293Wind Blade (5e Class)2017-10-20T03:18:58Z<p>Gamegeniecentral: /* Mastery of The Blade */ Added the advanced fighting styles to replace the normal fighting styles that were moved to Swift Blade</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
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-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
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'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
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'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. <br />
The target must make a Strength saving throw. On a fail, they take 2d6 force damage and, if the creature is large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. You may only use this feature once per round.<br />
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'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
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====Extra Attack====<br />
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Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
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As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
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====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
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====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
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====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
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====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you learn the "Advanced" version of the Fighting Style you chose at 1st level in addition to your original fighting style. <br />
<br />
-''Dueling (Advanced):'' You learn the ''Defensive Duelist'' feat, which means when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<br />
<br />
-''Great Weapon Fighting (Advanced):'' You learn the ''Savage Attacker'' feat, which means once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.<br />
<br />
-''Two-Weapon Fighting (Advanced):'' You learn the ''Dual Wielder'' feat, which means you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand, you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=953284Wind Blade (5e Class)2017-10-20T02:48:53Z<p>Gamegeniecentral: Changed Vortex Slam so there is less risk to using it. Moved the fighting style from level 14 to level 1.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter who uses their swordsmanship and control over the winds to battle.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose two from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. <br />
The target must make a Strength saving throw. On a fail, they take 2d6 force damage and, if the creature is large or smaller, the creature is knocked {{5c|prone}}. On a success, the creature takes half damage and remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
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Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
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Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
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Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
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Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
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===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
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====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
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====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=947101Talk:Wind Blade (5e Class)2017-10-05T21:40:00Z<p>Gamegeniecentral: /* Current Balance Issues */</p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
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:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
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:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
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:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
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:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
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::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
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:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
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::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
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:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
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===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
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:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
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::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
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:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
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::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
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:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
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::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
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::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
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:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
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::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
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:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
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::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
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I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 15:40, 5 October 2017 (MDT)<br />
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== Immovable Mind ==<br />
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The Immovable Mind feature calls the class a "wind knight" and not a wind blade. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 18:15, 20 August 2017 (MDT)<br />
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== Spell Names ==<br />
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The names of spells should not contain capital letters unless they are used to begin a sentence (for an example, view the page in the SRD for the [[5e SRD:Wish|''wish'']] spell) or the spell's name contains a proper noun, in which case said proper noun should begin with a capital letter. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 18:26, 20 August 2017 (MDT)<br />
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:Thanks for the help, do either of you have any other comments about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:18, 20 August 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=947100Talk:Wind Blade (5e Class)2017-10-05T21:39:26Z<p>Gamegeniecentral: /* Current Balance Issues */</p>
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<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
<br />
:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
<br />
::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
<br />
::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
<br />
::Warding Wind. Appears to be good, may need a further look at.<br />
<br />
::Dust Devil. balanced.<br />
<br />
::Control Winds. huge range, besides that it appears to be good.<br />
<br />
::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
<br />
::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
<br />
::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
<br />
:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
<br />
:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
<br />
:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
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::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
<br />
:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
<br />
::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
<br />
:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
<br />
::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
<br />
:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
<br />
::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
<br />
:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
<br />
::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
<br />
:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
<br />
::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
<br />
::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
<br />
:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
<br />
::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
<br />
:::::::::You did a good job on reworking the final features, I looked through them and nothing seems to be too overpowered about them. I did make several other edits to better balance the archetypes and made a few minor edits to the class that include adding the level to ride the currents and reaction to mastery of the blade.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:15, 22 August 2017 (MDT)<br />
<br />
::::::::::Flying was not balanced before for the class because it makes the class very powerful compared to other classes. As I said earlier when talking about giving this class flying, it is not balanced to have a flying swordsman who dishes out a decent amount of damage(with some spell casting). The class also does not need flying, it has access to a few ranged spells and is mainly focused on being fast on the ground with both spells and attacks.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:28, 22 September 2017 (MDT)<br />
<br />
I actually got a chance to use this class in a campaign one of my friends is running, so I have been able to play test the class and see where it's strengths and weaknesses lie. One of the biggest weaknesses of the class is the number of tempest points the class gets. The other players and the DM said that The class can do a lot of cool things, but it almost never gets to because it does not have enough tempest points to do it before having to rest. I either use them all too quickly, making me useless for the rest of combat, or I never end up using them because I am trying to conserve them. To fix this, I made the number of Tempest Points the Spell Arts get into what all Wind Blades get. That way, you can feel more inclined to spend them in combat while also preventing the player from being able to do too much without any consequences. This also balances out Spell Arts because now they only have the ability to regain Tempest Points after a short rest instead of also having more points.<br />
<br />
== Immovable Mind ==<br />
<br />
The Immovable Mind feature calls the class a "wind knight" and not a wind blade. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 18:15, 20 August 2017 (MDT)<br />
<br />
== Spell Names ==<br />
<br />
The names of spells should not contain capital letters unless they are used to begin a sentence (for an example, view the page in the SRD for the [[5e SRD:Wish|''wish'']] spell) or the spell's name contains a proper noun, in which case said proper noun should begin with a capital letter. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 18:26, 20 August 2017 (MDT)<br />
<br />
:Thanks for the help, do either of you have any other comments about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:18, 20 August 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=947095Wind Blade (5e Class)2017-10-05T21:29:48Z<p>Gamegeniecentral: Gave the class more Tempest Points. Explained in the Discussion tab</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= {{5s|Acrobatics}} and choose one from {{5s|Insight}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Survival}}, and {{5s|Stealth}}.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=4<br />
|extra1_4=6<br />
|extra1_5=7<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=13<br />
|extra1_10=15<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=19<br />
|extra1_14=21<br />
|extra1_15=22<br />
|extra1_16=24<br />
|extra1_17=25<br />
|extra1_18=27<br />
|extra1_19=28<br />
|extra1_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 {{5a|str}} ({{5s|athletics}}) or {{5a|dex}} ({{5s|acrobatics}}) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are {{5c|blinded}}, {{5c|deafened}} or the creature is {{5c|invisible}}. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not {{5c|incapacitated}} in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds. <br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the {{5s|Nature}} or {{5s|Survival}} skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 {{5s|Acrobatics}} check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a {{5a|dex}} saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=942784Wind Blade (5e Class)2017-09-21T13:37:24Z<p>Gamegeniecentral: /* Spell Arts Spells */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a Wind Blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For Wind Blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For Wind Blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud, making the total 2 clouds. At 18th level you create another cloud, bringing the total to 3 clouds.<br />
<br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 15 feet. You also gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|Restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a Wind Blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For Wind Blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a Wind Blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some Wind Blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen Wind Blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry (1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide (2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air (3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(7th Level) Gale Wings (4 points) -''' You can cast [[5e_SRD:Fly |''fly'']] on yourself as a 3rd-level spell.<br />
<br />
'''(9th Level) Wind's Guidance (4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage (5 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest (6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade (7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest (11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Wind Blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Wind Blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=931708Wind Blade (5e Class)2017-09-06T18:03:44Z<p>Gamegeniecentral: /* Vacuum Dome */ Added details to clarify issues</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a Wind Blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For Wind Blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For Wind Blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud, making the total 2 clouds. At 18th level you create another cloud, bringing the total to 3 clouds.<br />
<br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 15 feet. You also gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered {{5c|Restrained}} and, if they are fully submerged and need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a Wind Blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For Wind Blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a Wind Blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some Wind Blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen Wind Blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Wind Blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Wind Blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=931401Wind Blade (5e Class)2017-09-05T23:30:56Z<p>Gamegeniecentral: Added more flair to the Tempest Focus's</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
While a Wind Blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For Wind Blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For Wind Blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud, making the total 2 clouds. At 18th level you create another cloud, bringing the total to 3 clouds.<br />
<br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 15 feet. You also gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. Any creature that is caught within the sphere is considered {{5c|Restrained}} and, if they need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a Wind Blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
For Wind Blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a Wind Blade a deadly fighter in close quarters that any warrior would be scared to go up against.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
Through their training, some Wind Blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen Wind Blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards. <br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Wind Blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Wind Blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=929956Wind Blade (5e Class)2017-09-03T01:29:30Z<p>Gamegeniecentral: </p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud, making the total 2 clouds. At 18th level you create another cloud, bringing the total to 3 clouds.<br />
<br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 15 feet. You also gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. Any creature that is caught within the sphere is considered {{5c|Restrained}} and, if they need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being {{5c|charmed}} and {{5c|frightened}}, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=929165Wind Blade (5e Class)2017-09-02T05:04:55Z<p>Gamegeniecentral: Also changed Flash Fury to increase by 1d4 instead of the die used being increased; Reformatted Mastery of the Blade and added Two-Weapon Fighting to the options</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 1d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked {{5c|prone}}. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you create an additional cloud, making the total 2 clouds. At 18th level you create another cloud, bringing the total to 3 clouds.<br />
<br />
====One with the Currents====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 15 feet. You also gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Vacuum Dome====<br />
<br />
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. Any creature that is caught within the sphere is considered {{5c|Restrained}} and, if they need to breathe, will begin to {{5e|Suffocating|suffocate}}. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (2d4), 15th level (3d4).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between: <br />
<br />
-''Dueling:'' When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon<br />
<br />
-''Great Weapon Fighting:'' When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
-''Two-Weapon Fighting:'' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=929152Wind Blade (5e Class)2017-09-02T04:19:58Z<p>Gamegeniecentral: Combined One with Nature and Gusts of Movement into One with the Currents; Cloud Copy no longer uses Tempest Added Vacuum Dome to replace Gusts of Movement; Fixed any errors with the page and changes made by an Anon</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Cloud Copy<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with the Currents<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Vacuum Dome<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 2d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked prone. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 4 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 30 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 30 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=927987Wind Blade (5e Class)2017-08-30T05:43:27Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 2d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked prone. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=927973Wind Blade (5e Class)2017-08-30T05:33:39Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an unarmed strike using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 2d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked prone. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=927524Wind Blade (5e Class)2017-08-29T02:30:59Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
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'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an attack role using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 2d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked prone. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a finesse weapon or a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
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====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
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====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=927523Wind Blade (5e Class)2017-08-29T02:29:41Z<p>Gamegeniecentral: /* Tempest Blade */ I found that Vacuum Catch seemed pretty pointless because of all the ways a Wind Blade can stop ranged attacks, So I replaced it with Vortex Slam in order to give Tempest Blade more offensive options.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vortex Slam (3 points) -''' Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents. Make an attack role using your proficiency bonus plus your Strength or Dexterity modifier. On a hit, the target takes 2d6 force damage and if they are a large or smaller creature, they must make a Strength saving throw. On a fail, the creature is knocked prone. On a success, they remain standing. You may only use this feature once per round.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot attack a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=927446Wind Blade (5e Class)2017-08-28T22:11:48Z<p>Gamegeniecentral: /* Tempest Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage rounded up. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=926081Wind Blade (5e Class)2017-08-25T21:43:41Z<p>Gamegeniecentral: Added Nature as a skill proficiency; fixed various grammar and spelling mistakes</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Strength and your choice of Dexterity or Wisdom <br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
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|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
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|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
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|extra2_10=15<br />
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|extra2_13=19<br />
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|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesses weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=925745Wind Blade (5e Class)2017-08-24T20:05:16Z<p>Gamegeniecentral: Changed Strength of the Tempest to d8's to make it more powerful; Improved Flash Fury so it can be applied when you use Wind Jump; Added rapiers to the classes proficiency, Added Survival as a option for One with Nature</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Rapier|''rapiers'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Rapier|''rapier'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesses weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 force damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 6d8. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} or {{5s|Survival}} checks. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beginning at 3rd level, when you dash or use Wind Jump on your turn, your weapon attacks deal an additional 1d4 slashing damage. You must be wielding a finesses weapon or a weapon that deals slashing damage to gain this effect. The damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=925388Wind Blade (5e Class)2017-08-23T23:23:20Z<p>Gamegeniecentral: /* Mastery of The Blade */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you can halve the damage of the attack and can use your reaction to make one weapon attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=925387Wind Blade (5e Class)2017-08-23T23:20:57Z<p>Gamegeniecentral: /* Cyclone */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you may use your reaction to halve the damage of the attack and can make one attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=925382Wind Blade (5e Class)2017-08-23T23:10:24Z<p>Gamegeniecentral: /* Tempest Blade */ Improved Wind Jump to give people a reason to use it over Quickened Breeze</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall {{5c|prone}}. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 slashing damage and is pushed by the crescent for the remainder of its distance if they are a large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you may use your reaction to halve the damage of the attack and can make one attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds, making the weapon deal an additional 1d6 slashing damage. This effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area under you becomes difficult terrain. Any creature that starts their turn within 5ft of the wind blade must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls {{5c|prone}} if they are a Large or smaller creature. On a success, they take half the damage and do not fall {{5c|prone}}. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=924896Wind Blade (5e Class)2017-08-23T02:32:57Z<p>Gamegeniecentral: /* Champion of The Wind */</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. If an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you halve the damage of the attack and can make one attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}}, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds. This weapon deal an additional 1d6 slashing damage. The effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area under you becomes difficult terrain. Any creature that starts their turn in the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d8 slashing damage and falls prone. On a success, they take half the damage and do not fall prone if they are a Large or smaller creature. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=924893Wind Blade (5e Class)2017-08-23T02:28:30Z<p>Gamegeniecentral: /* Elusive Winds */ Forgot to change the name</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. If an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Cloud Copy====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
<br />
You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you halve the damage of the attack and can make one attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can enter a state of adrenaline-fueled combat granted to you by your wind allies for 1 minute as a bonus action. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}} and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and you must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
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====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds. This weapon deal an additional 1d6 slashing damage. The effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area under you becomes difficult terrain. Any creature that starts their turn in the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d8 slashing damage and falls prone. On a success, they take half the damage and do not fall prone if they are a Large or smaller creature. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
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<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=924891Talk:Wind Blade (5e Class)2017-08-23T02:26:15Z<p>Gamegeniecentral: /* Current Balance Issues */</p>
<hr />
<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
<br />
:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
<br />
::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
<br />
::Warding Wind. Appears to be good, may need a further look at.<br />
<br />
::Dust Devil. balanced.<br />
<br />
::Control Winds. huge range, besides that it appears to be good.<br />
<br />
::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
<br />
:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
<br />
:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
<br />
:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
<br />
:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
<br />
:::Multiclassing. Changed to wis 13 instead of str 13.<br />
<br />
:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
<br />
::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
<br />
:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
<br />
:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
<br />
:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
<br />
::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
<br />
:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
<br />
:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
<br />
::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
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:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
<br />
::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
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:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)<br />
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::::::Blade Arts did need a buff, but the new/reworked features can be refined. Flash step looks good, Mastery of The Blade needs a link or a description of what the ''Dueling'' and ''Great Weapon Fighting'' fighting styles are, and I would remove attacking with advantage because you are already using your reaction to half the damage dealt to you and attack them back even if they don't move out of your attack of opportunity range(mostly 5ft so it is basically another guaranteed attack against any creature that hits you even if they do not move away from you). <br />
<br />
::::::Also, Champion of The Wind was nerfed because it was incredibly powerful before, to the point of being broken(4th attack plus additional damage is quite strong). As for the current version, double movement speed is quite broken as a dash gets you to 4x your base walking speed which at the very least 45ft if you are a small creature. You should not be able to move 180ft (other races move even faster if they have a higher base walking speed.) at the very least in one round. The conditions part seemed weird, how does activating this feature allow you to get out of being charmed, and frightened and a few other conditions? Besides that the 4th attack was removed because the class did too much damage, but giving the class limited access to a 4th attack works quite well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 17:50, 20 August 2017 (MDT)<br />
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:::::::Wait isn't mastery of the blade basically a copy ride of the currents that uses a bonus action and a reaction? I will be changing that feature around a bit as well.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:06, 20 August 2017 (MDT)<br />
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::::::::When I reworked Champion of the Blade, my idea was that the Wind Blade goes into an adrenaline-feuled state of zen where their only focus is attacking, which is why he wouldn't be effected by those effects because he can fight past them. Plus at level 20 the class is already immune to being charmed and freightened, so it was kind of redundant on my part to mention it again. To add on, you are 100% right about the movement. I didn't realize how much movement the class could get out of it and can see how it can be extremely broken. Also, now that you bring up Ride the Currents, I was never a really big fan of that and Elusive Winds because they are just the rogue's Uncanny Dodge and Evasion. I wanted to make the class more unique so I reworked Ride the Currents into something different and replaced Elusive Winds with Cloud Copy. I hope that these changes make the class more unique and fun to use. Finally, now that Ride the Currents no longer halves an attacks damage, I re-added the counter feature to Mastery of the Blade, minus the advantage on the attack because that did make the feature pretty overpowered. I really like the counter ability so I hope we can keep it in and work together if it needs to be reworked. --[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 20:26, 22 August 2017 (MDT)<br />
<br />
== Immovable Mind ==<br />
<br />
The Immovable Mind feature calls the class a "wind knight" and not a wind blade. [[User:AngelicBahamut|AngelicBahamut]] ([[User talk:AngelicBahamut|talk]]) 18:15, 20 August 2017 (MDT)<br />
<br />
== Spell Names ==<br />
<br />
The names of spells should not contain capital letters unless they are used to begin a sentence (for an example, view the page in the SRD for the [[5e SRD:Wish|''wish'']] spell) or the spell's name contains a proper noun, in which case said proper noun should begin with a capital letter. [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 18:26, 20 August 2017 (MDT)<br />
<br />
:Thanks for the help, do either of you have any other comments about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:18, 20 August 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=924886Wind Blade (5e Class)2017-08-23T02:14:52Z<p>Gamegeniecentral: Changed Ride the Currents and replaced Elusive Winds with Cloud Copy in order to make the class more unique. Re-added the counter feature to Mastery of the Blade, minus the advantage.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.<br />
<br />
;Quick Build<br />
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Acrobatics and choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Tempest Points====<br />
<br />
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''gust'' cantrip at will<br />
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'''(2nd Level) Ride Like The Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''feather fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''gust of wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''warding wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''wind wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''dust devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''control winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''commune with nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''investiture of wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
As a Wind Blade, you have always been a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. If an ally within 10ft of you is about to be hit with an attack, you can use your reaction to blow them 5ft to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Elusive Winds====<br />
<br />
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.<br />
<br />
At 14th level, you can spend 2 Tempest Points to create an additional cloud, to a total of 2 clouds. At 18th level you can spend 3 Tempest Points to create 2 additional clouds, to a total of 3 clouds.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10 feet.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
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====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your damage rolls on melee martial weapons that deal slashing damage deal an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
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====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. <br />
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You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
Additionally, when you take the "Attack" action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. For the next attack that hits you, you halve the damage of the attack and can make one attack on the creature.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 10 feet. <br />
<br />
Also on your turn, you can enter a state of adrenaline-fueled combat granted to you by your wind allies for 1 minute as a bonus action. In this state, you can make a fourth attack action, you are immune to certain [[5e SRD:Conditions|debilitating effects]] like being {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Prone}}, and {{5c|Stunned}} and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of {{5c|Exhaustion}}, and you must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
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====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
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'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''magic missile'']] as a 1st-level spell.<br />
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'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''water walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''tree stride'']] as a 5th-level spell.<br />
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'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''wall of thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''arcane sword'']] as a 7th-level spell.<br />
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'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''control weather'']] as a 8th-level spell.<br />
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'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''storm of vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) to the damage roll of the spell. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds. This weapon deal an additional 1d6 slashing damage. The effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area under you becomes difficult terrain. Any creature that starts their turn in the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d8 slashing damage and falls prone. On a success, they take half the damage and do not fall prone if they are a Large or smaller creature. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Talk:Wind_Blade_(5e_Class)&diff=923975Talk:Wind Blade (5e Class)2017-08-20T23:21:25Z<p>Gamegeniecentral: </p>
<hr />
<div>:Thank you for brining up many of these issues, I used info from 5e SRD classes, but most everything was done by scratch, and I was unfamiliar with many of the technicalities of creating a class and wording it properly. Gamegeniecentral was very helpful in balancing the class and helping fix up any wording issues, and thanks to him, the class is in a much better state now. For now, I will do minor edits and cleaning up of the class until it is agreed upon that the class is polished enough to remove the wording and balance templates. Also, as a final note what do you mean by no class options?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 18:32, 29 June 2017 (MDT)<br />
<br />
:Also as a note, I believe several of Tempest spells do not have SRD or Homebrew pages on the wiki, is that ok or should I add what I find about the spells to Homebrew and then link the spells in the Wind Blade class to those pages? I will also looking at these spells and seeing their relative power level.<br />
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::Gust. this appears to be well balanced and will work as a cantrip for the class<br />
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::Zephyr Strike. Broken and should be replaced, provides way too many things.<br />
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::Warding Wind. Appears to be good, may need a further look at.<br />
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::Dust Devil. balanced.<br />
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::Control Winds. huge range, besides that it appears to be good.<br />
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::Investiture of Wind. 60ft fly and other effects, may be balanced by the level and cost of Tempest points, otherwise may not be balanced because of flying swordsman who dishes out a decent amount of damage.<br />
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::Whirlwind. May need to increase tempest point cost by 1 on this spell, is a great spell, and may not be balanced in context of the class.<br />
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::Most of the Tempest Spells are from the Elemental Evils Players Companion, which should be fine since it is published by WOTC. The only spells that are not from EE are Gust of Wind and Wind Wall, which are from the PHB, and Zephyr Strike, which is from Unearthed Arcane, which would explain why it is so broken for a 1st-level spell. I appreciate the feedback and I will try to think of ways to balance the spells. -Gamegeniecentral<br />
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:::Yes, I am surprised by the amount of wind spells that are in the Elemental Evils Players Companion. I will do a final read through of the class and comment below about anything of interest that comes up:<br />
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:::Tempest Blade. Most of the balance changes, and new features of tempest blade I agree with and believe are for the better, however Speed of the Tempest cost could be changed to 3, but I understand why it is currently at 4.<br />
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:::Flash Step. You should not be penalized for spending your reaction, spending a reaction to do nothing should be balanced enough.<br />
<br />
:::Sight of the Tempest. Does the sensing a creature's presence get rid of disadvantage on attacks against the creature? May need further explanation.<br />
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:::Multiclassing. Changed to wis 13 instead of str 13.<br />
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:::Besides that everything is concise and better balanced than before. Glad to work with you Gamegeniecentral to help finish the class. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 01:46, 30 June 2017 (MDT)<br />
<br />
::::I'm very glad you like my changes Blobby. When I read about this class, I saw a lot of potential in it and thought I could help make the class better. I still do not think it is perfect, and I would love more feedback on it from other people to see how broken or balanced it is. I have some other ideas for the class, but I want to wait for more feedback to do them. It was a pleasure working with you on this class. Also, I was thinking we could changed the name of the class from Wind Blade to Wind Knight. Wind Blade sounds too much like an archetype and Wind Knight sounds a lot more like a class. -Gamegeniecentral.<br />
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:::::Wind Knight does sound more like a better class name, but we should also consider other options that include a wind, tempest, storm, ect. before changing it, and if nothing else comes up Wind Knight is a great option. <br />
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:::::As for Winds of Protection, I am unsure how to feel about it because the class may get too many defensive options against attacks with Ride the Currents, Warding Wind, and Winds of Protection. Tempest Spells currently have a lot of effects that give attack rolls of ranged weapon attacks disadvantage on or near you and adding another defensive option may not be a great idea. Adding a non-combat option for the 6 point slot along the lines of [[5e_SRD:Commune_with_Nature|''commune with nature'']] or [[5e_SRD:Gaseous_Form|''gaseous form'']] or something else may be better. <br />
<br />
:::::Besides that, the only thing that needs to be changed is Flash Step, and I will try to explain why in greater detail this time. First you have to dash on your turn using Tempest points or using a Dash action. Then you must spend a reaction making an Acrobatics check. If you fail, you spent a Dash and a reaction and to make an opportunity attack has advantage against you. As such, once again, using a dash and wasting a reaction for nothing is not good for the class, and I will be changing it unless it is explained clearly why it should give disadvantage while using a dash and a reaction. Sorry if I was a little abrasive, but I was just trying to show why I think the current Flash Step should be changed. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:08, 30 June 2017 (MDT)<br />
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::::::I added Winds of Protection because I wanted there to be the same number of Tempest Spells as there are Tempest Blade features. Looking back on it giving ''Shield'' to this class is pretty broken so I should probably change it. I like your idea for ''Commune with Nature'' being the other spell so I'll probably change it to that. Your explanation for Flash Step does help me understand why the fail was unnecessary so I'm glad you changed that. Other than that I was thinking of splitting Tempest Blade and Tempest Spells into archetypes for the class so the class can gain more variety. Before I change it I wanted to gain your opinion on it and some opinions from other people to see if it is a good idea. If we do go down that route I have an idea for a third archetype that makes the class more of a strength-based tank role. I would love to hear your opinions on it. -Gamegeniecentral<br />
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::::::: Adding a final spell to balance out the number was fine and changing it to ''Commune with Nature'' was probably the best option. Adding different archetypes could be interesting, if not for all the problems of doing it with Tempest Spells in particular. If done the Tempest Spells class would probably have to be converted to regular spell casting with spell slots and a much expanded spell list to even begin to compare to the other spell casting classes. Also, having a spell casting archetype and a non-spell casting archetype is, from what I understand, not done because the class traits usually are not helpful for both archetypes. Almost all of the class features would have to be rework for a Tempest Blade archetype and would require a huge rework. Because of all that, there will be a ton of problems trying to make an archetype specifically around the Spells portion of this class. On a side note, I thought of a great work around. We could do something along the lines of Tempest Shield/Armor archetype, a Tempest Blade archetype, and have the Tempest Spells be part of the main class so we don't run into any of these problems. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 15:15, 30 June 2017 (MDT)<br />
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:::::::: What you said makes a lot of sense. Because adding the archetypes would require serious reworks to the class I recommend we keep the class as is and wait for more feedback. The only changes I'll make to the class now would be balancing issues until we get more feedback. I'm going to remove the balance template and hopefully that will give this class more attention. -Gamegeniecentral<br />
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::::::::: I agree that we can remove needs balancing template because the class is much more balanced and well explained than it was earlier. A few last things, thanks for adding a link to the other spells in Tempest Spells and for the work you did to help me refine and rework the class, bring up any future balance issues below, and if you need to contact me about the race or need help with a page or just want to talk, you can contact me on my discussion page under Wind Blade or here if we are talking about balancing the class. Also p.s. you can press the tiny signature on the row of buttons to have the fancy signature instead of typing it out every time.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:05, 30 June 2017 (MDT)<br />
<br />
===Current Balance Issues===<br />
The feather fall feature of Windy Steps and Mass Windy steps was added by a random user while it is a cool idea, feather fall features should not last (should last 1 minute) that long and I will be removing it from them. Changing ''Zephyr Strike'' or Ride Like the Wind to [[5e_SRD:Feather_Fall|''feather fall'']] in the Tempest Spell list may be a solution that gets rid of the problematic Zephyr Strike, while giving the class an option of feather falling before level 20. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 22:13, 1 July 2017 (MDT)<br />
<br />
:I like your class options for this class. I think it is a good way to add individuality to each Wind Blade while still keeping my idea of prioritizing swordplay and spells. My only concern is the Spell Arts subclass. With Tempest Blade, Tempest Spells, and Spell Arts, it uses too much tempest points to be useful. I think we should give that subclass more tempest points, potentially doubling the amount of tempest points it has in order to make it more useful. I was wondering what you thought about this before I make any changes. Once again great ideas and glad I've worked with you on this class--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 23:52, 19 July 2017 (MDT)<br />
<br />
::The point of the Spell Arts subclass was that you would use Tempest Blade features less than the Tempest Spells and Spell Arts Spells because they are less useful to you. Doubling the amount of Tempest Points might be a little much, but I will look at adding 1 point every other level instead to the subclass. Glad you liked my idea of the class options, it was good to work with you as well on the class. Finally, bring up any final things you believe may be problems up here.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 00:23, 20 July 2017 (MDT)<br />
<br />
:::Reduced the DPR of Blade Arts archetype because it did too much damage. Any other things to note about the class?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:31, 8 August 2017 (MDT)<br />
<br />
::::Good job on all the slight balance changes and adding more flavor into the Spell Arts archetype. As a side note, which archetype do you believe is stronger, Blade Arts or Spell Arts(I believe they are much more balanced now with the buffs to Spell Arts and the nerfs to Blade Arts)?--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 11:36, 14 August 2017 (MDT)<br />
<br />
:::::I think that Spell Arts was way more stronger than Blade Arts because of the extra spells, more tempest points, and more powerful abilities like Cutting Winds and Cyclone. I have made changes to Blade Arts in order to make it more on par with Spell Arts. Hopefully it makes them more balanced than being extremely overpowered.--[[User:Gamegeniecentral|Gamegeniecentral]] ([[User talk:Gamegeniecentral|talk]]) 17:21, 20 August 2017 (MDT)</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=923972Wind Blade (5e Class)2017-08-20T23:16:31Z<p>Gamegeniecentral: /* Blade Arts */ Added to Blade Arts in order to make it more balanced with Spell Arts.</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step, Quickness of Body<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Quickness of Body====<br />
<br />
Beginning at 1st level, your training with wind allows you to gain proficiency in the {{5s|Acrobatics}} skill.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''Gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like the Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''Feather Fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''Gust of Wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''Warding Wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''Wind Wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''Dust Devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''Control Winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''Commune with Nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''Investiture of Wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''Whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
Starting at 6th level, You can use your mastery of the winds to change their directions to help move you out of dangerous situations. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Elusive Winds====<br />
<br />
Beginning at 10th level, The winds you master can help you nimbly dodge out of the way of or protect you from certain area effects, such as a [[5e SRD:Fireball|''fireball'']]. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10ft.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a Wind Knight has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your attacks do an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. You also learn one fighting style of your choice between ''Dueling'' and ''Great Weapon Fighting''. Finally, when you make the Attack action on your turn, you can use your bonus action to get in a readying stance to counter your opponents attack. If a creature attacks you before the beginning of your next turn, you can use your reaction to halve the damage of the attack and make a singe attack on the creature with advantage.<br />
<br />
====Champion of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your move speed increases by +10ft. Also on your turn, you can enter a state of adrenaline-fueled combat granted to you by your wind allies for 1 minute. In this state, you can make a fourth attack, your movement speed is doubled, you are immune to all debilitating effects like charmed and poison and if you were inflicted by those before entering this state they are removed, and you can use your bonus action to walk your movement speed in the air and stay suspended in air. After you exit this state, you take 1 point of exhaustion. You must complete a long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''Magic Missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''Levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''Water Walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''Freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''Tree Stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''Wall of Thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''Arcane Sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''Control Weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''Storm of Vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) + your Wind Blade level. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds. This weapon deal an additional 1d6 Force damage. The effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding 30ft area under you becomes difficult terrain. Any creature that starts their turn in the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d8 slashing damage and falls prone. On a success, they take half the damage and do not fall prone if they are a Large or smaller creature. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=919870Wind Blade (5e Class)2017-08-13T21:06:23Z<p>Gamegeniecentral: Changed a lot of the Spell Arts section for the Tempest Focus</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step, Quickness of Body<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
|extra2_name= Spell Arts<br/>Tempest Points<br />
|extra2_1=-<br />
|extra2_2=2<br />
|extra2_3=4<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=9<br />
|extra2_7=10<br />
|extra2_8=12<br />
|extra2_9=13<br />
|extra2_10=15<br />
|extra2_11=16<br />
|extra2_12=18<br />
|extra2_13=19<br />
|extra2_14=21<br />
|extra2_15=22<br />
|extra2_16=24<br />
|extra2_17=25<br />
|extra2_18=27<br />
|extra2_19=28<br />
|extra2_20=30<br />
}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Quickness of Body====<br />
<br />
Beginning at 1st level, your training with wind allows you to gain proficiency in the {{5s|Acrobatics}} skill.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
<br />
'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
<br />
'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''Gust'' cantrip at will<br />
<br />
'''(2nd Level) Ride Like the Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''Feather Fall'']] as a 1st-level spell.<br />
<br />
'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''Gust of Wind'']] as a 2nd-level spell.<br />
<br />
'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''Warding Wind'' as a 2nd-level spell.<br />
<br />
'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''Wind Wall'']] as a 3rd-level spell.<br />
<br />
'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''Dust Devil'' as a 4th-level spell.<br />
<br />
'''(10th Level) Current Mastery (5 points) -''' You can cast ''Control Winds'' as a 5th-level spell.<br />
<br />
'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''Commune with Nature'']] as a 5th-level spell<br />
<br />
'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''Investiture of Wind'' as a 6th-level spell.<br />
<br />
'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''Whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Ride the Currents====<br />
<br />
Starting at 6th level, You can use your mastery of the winds to change their directions to help move you out of dangerous situations. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.<br />
<br />
====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Elusive Winds====<br />
<br />
Beginning at 10th level, The winds you master can help you nimbly dodge out of the way of or protect you from certain area effects, such as a [[5e SRD:Fireball|''fireball'']]. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====One with Nature====<br />
<br />
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
<br />
====Gusts of Movement====<br />
<br />
Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10ft.<br />
<br />
====Immovable Mind====<br />
<br />
Your training as a Wind Knight has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
<br />
====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
<br />
====Flash Fury====<br />
<br />
Beggining at 3rd level, when you dash, your attacks do an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
<br />
====Flash Step====<br />
<br />
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you make the Dash action on your turn and move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack has disadvantage against you. You are also not hindered by difficult terrain when you dash during your turn.<br />
<br />
====Blade of the Tempest====<br />
<br />
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
<br />
====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
====Mastery of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your move speed increases by +10ft. You can use your bonus action to walk your movement speed in the air and stay suspended in air. You can move like this and stay suspended for a number of rounds equal to your Wisdom modifier (minimum of one round). You must complete a short or long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells.<br />
<br />
'''(3rd Level) Wind Flurry(1 point) -''' You can cast [[5e_SRD:Magic Missile|''Magic Missile'']] as a 1st-level spell.<br />
<br />
'''(5th Level) Nature Glide(2 points) -''' You can cast [[5e_SRD:Levitate|''Levitate'']] as a 2nd-level spell.<br />
<br />
'''(7th Level) Solid Air(3 points) -''' You can cast [[5e_SRD:Water_Walk |''Water Walk'']] as a 3rd-level spell.<br />
<br />
'''(9th Level) Gale Wings(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''Freedom of movement'']] as a 4th-level spell.<br />
<br />
'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''Tree Stride'']] as a 5th-level spell.<br />
<br />
'''(13th Level) Fort of the Tempest(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''Wall of Thorns'']] as a 6th-level spell.<br />
<br />
'''(15th Level) Zephyr Blade(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''Arcane Sword'']] as a 7th-level spell.<br />
<br />
'''(17th Level) Typhoon Commander (8 points) -''' You can cast [[5e_SRD:Control_Weather|''Control Weather'']] as a 8th-level spell.<br />
<br />
'''(19th Level) War of the Tempest(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''Storm of Vengeance'']] as a 9th-level spell.<br />
<br />
====Calm Before the Storm====<br />
At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your Wind Blade Level rounded down (minimum 1). You regain use of this feature after you finish a long rest.<br />
<br />
====Cutting Winds====<br />
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, You can add slashing damage equal to your Wisdom modifier(minimum of 1) + your Wind Blade level. The spell must impact a target in order to deal the additional damage.<br />
<br />
====Lacerating Blade====<br />
At 14th level, as an action, you may touch a weapon that deals slashing damage and cover it in violent winds. This weapon deal an additional 1d6 Force damage. The effect lasts for 1 minute. You regain use of this feature after you finish a short or long rest.<br />
<br />
====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. While the cyclone is in effect, you gain a flying speed of 50ft, you are immune to ranged weapon attacks, and the surrounding area 30 ft under you becomes difficult terrain. Any creature that starts their turn in the cyclone must make a Dexterity saving throw against your spell save DC. On a fail, the creature takes 3d8 slashing damage and falls prone. On a success, they take half the damage and do not fall prone. You regain use of this feature after you finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Uses custom finesse weapons.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
<br />
'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Gamegeniecentralhttps://www.dandwiki.com/w/index.php?title=Wind_Blade_(5e_Class)&diff=919867Wind Blade (5e Class)2017-08-13T20:34:28Z<p>Gamegeniecentral: Fixed Invigorating Winds for balancing</p>
<hr />
<div>=== Wind Blade ===<br />
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the Wind Blade.<br />
<br />
=== Creating a Wind Blade ===<br />
Most people who have taken up the path of the Wind Blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a Wind Blade warrior.<br />
<br />
;Quick Build<br />
You can make a Wind Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.<br />
{{5e Image|float:right|https://s-media-cache-ak0.pinimg.com/736x/46/e6/bd/46e6bd68a22a9fa0ef8fa8245f1232da.jpg|https://www.pinterest.com/pin/595741856928794786/}}<br />
<br />
{{5e Class Features<br />
|name= Wind Blade<br />
|summary= A fighter, whose extreme skill and speed with the blade have reached new heights.<br />
|hd=<!--Hit Die (4, 6, 8, 10 or 12)--> 8<br />
|spellcasting=<br />
|armor= Light and Medium Armor <br />
|weapons= Simple Weapons, [[5e_SRD:Shortsword|''shortswords'']], [[5e_SRD:Scimitar|''scimitars'']], [[5e_SRD:Longsword|''longswords'']], [[5e_SRD:Greatsword|''greatswords'']], [[Talwar_(5e_Equipment)|''talwars'']], [[Lhang_(5e_Equipment)|''lhangs'']], and [[Katana_(5e_Equipment)|''katanas'']]<br />
|tools=Choose one type of {{5e|Tools#Artisan's Tools|artisan's tools}} or one {{5e|Tools#Musical Instrument|musical instrument}}.<br />
|saves= Dexterity or Wisdom and Strength<br />
|skills= Choose two from Athletics, Insight, Intimidation, Perception, Persuasion, Survival, and Stealth.<br />
|item1a= A [[5e_SRD:Shortsword|''shortsword'']], [[5e_SRD:Scimitar|''scimitar'']], [[5e_SRD:Longsword|''longsword'']], [[5e_SRD:Greatsword|''greatsword'']], [[Talwar_(5e_Equipment)|''talwar'']], [[Lhang_(5e_Equipment)|''lhang'']], or [[Katana_(5e_Equipment)|''katana'']]<br />
|item1b= <br />
|item2a= Scale Mail<br />
|item2b= Leather Armor<br />
|item3a= A Light Crossbow with 20 bolts<br />
|item3b= Any simple weapon<br />
|item4a= Dagger, sack, tinderbox, waterskin, and wetstone<br />
|item4b= <br />
|item5a= <br />
|item5b=<br />
|classfeatures1= Swift Blade, Fleet of Step, Quickness of Body<br />
|classfeatures2= Tempest Points, Tempest Blade, Tempest Spells<br />
|classfeatures3= Tempest Focus<br />
|classfeatures4= <br />
|classfeatures5= Extra Attack<br />
|classfeatures6= Ride the Currents<br />
|classfeatures7= Tempest Focus Feature<br />
|classfeatures8= <br />
|classfeatures9= Sight of the Tempest<br />
|classfeatures10= Elusive Winds<br />
|classfeatures11= Tempest Focus Feature<br />
|classfeatures12= <br />
|classfeatures13= One with Nature<br />
|classfeatures14= Tempest Focus Feature<br />
|classfeatures15= Gusts of Movement<br />
|classfeatures16= <br />
|classfeatures17= Immovable Mind<br />
|classfeatures18= Wispy Body<br />
|classfeatures19= <br />
|classfeatures20= Tempest Focus Feature<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> 3<br />
|extra1_name= Blade Arts<br/>Tempest Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
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|extra2_name= Spell Arts<br/>Tempest Points<br />
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}}<br />
<br />
<br />
<br />
====Swift Blade====<br />
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the ''heavy'' property are treated as finesse weapons for you.<br />
<br />
====Fleet of Step====<br />
<br />
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.<br />
<br />
====Quickness of Body====<br />
<br />
Beginning at 1st level, your training with wind allows you to gain proficiency in the {{5s|Acrobatics}} skill.<br />
<br />
====Tempest Points====<br />
<br />
The Wind Blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain another Tempest Point every level. These Tempest Points can be used to access powerful Tempest Blade features and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.<br />
<br />
====Tempest Blade==== <br />
<br />
The combination training with your blade and the winds has allowed you to combine these two abilities together in combat. You can spend your Tempest Points to use these features. You must be wielding a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed Wind Blade level next to each feature.<br />
<br />
'''(2nd Level) Quickened Breeze (1 point) -''' You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.<br />
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'''(2nd Level) Wind Jump (1 point) -''' You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15ft in any direction horizontally without using any of your movement. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.<br />
<br />
'''(3rd Level) Strength of the Tempest (2 points) -''' Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a weapon that deals slashing damage, you can make that weapon deal an additional 2d6 force damage. You can spend additional Tempest Points to increase the damage by 1d6 per Tempest Point you use for this feature, up to a maximum of 8d6. You may only use this feature once per round.<br />
<br />
'''(3rd Level) Windy Step (2 points) -''' You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10ft for 1 hour. This does not stack with itself or Mass Windy Step.<br />
<br />
'''(5th Level) Vacuum Catch (3 points) -''' Your training has not only increased your speed with your blade, it also improved your reaction time. As a reaction, if you have a free hand, you can attempt to catch a visible ranged weapon attack made against you. Reduce the damage taken by 2d8. If the damage is reduced to 0, you catch the missile. You must complete a short or long rest to use this feature again.<br />
<br />
'''(7th Level) Speed of the Tempest (4 points) -''' Your speed allows you to make an attack that the target cannot react too. When you make an attack with a sword that deals slashing damage, the attack always hits regardless of AC, but you deal half of the attacks maximum damage. You must finish a short or long rest to use this feature again.<br />
<br />
'''(9th Level) Mass Windy Step (5 points) -''' You and your allies become cloaked in whirling winds that give you a boost to your speed. As a bonus action, you and up to 3 other allies within 30ft of you have their movement speed increased by 10ft for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.<br />
<br />
'''(11th Level) Invigorating Winds (6 points) -''' Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, use one of your Tempest Blade features, or cast one of your Tempest Spells. However, you cannot take the attack action or cast another Tempest spell if you have already done those this round. You must finish a long rest before you can use this feature again.<br />
<br />
'''(13th Level) Step of the Currents (7 points) -''' As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the [[5e SRD:Haste|''haste'']] spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants ''haste''. You must finish a long rest before using this feature again.<br />
<br />
'''(15th Level) Wind Slash (8 points) -''' You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15ft wide and travels for 40ft straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is pushed by the crescent for the remainder of its distance. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. Wisdom is your spellcasting ability for this attack. You must finish a long rest before using this feature again.<br />
<br />
====Tempest Spells====<br />
<br />
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed Wind Blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.<br />
::'''Spell Save DC'''<br />
:::8 + your proficiency modifier + your Wisdom modifier<br />
::'''Spell attack modifier'''<br />
:::your proficiency modifier + your Wisdom modifier<br />
''Spellcasting Focus:''<br />
If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.<br />
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'''(2nd Level) Breath of Zephyr (0 points) -''' You can cast the ''Gust'' cantrip at will<br />
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'''(2nd Level) Ride Like the Wind (1 point) -''' You can cast [[5e_SRD:Feather_Fall|''Feather Fall'']] as a 1st-level spell.<br />
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'''(4th Level) Wind Strike (2 points) -''' You can cast [[5e_SRD:Gust_of_Wind|''Gust of Wind'']] as a 2nd-level spell.<br />
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'''(4th Level) Shield of Zephyr (2 points) -''' You can cast ''Warding Wind'' as a 2nd-level spell.<br />
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'''(6th Level) Wind Barrier (3 points) -''' You can cast [[5e_SRD:Wind_Wall|''Wind Wall'']] as a 3rd-level spell.<br />
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'''(8th Level) Partner of the Wind (4 points) -''' You can cast ''Dust Devil'' as a 4th-level spell.<br />
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'''(10th Level) Current Mastery (5 points) -''' You can cast ''Control Winds'' as a 5th-level spell.<br />
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'''(12th Level) Winds of Guidance (6 point) -''' You can cast [[5e_SRD:Commune_with_Nature|''Commune with Nature'']] as a 5th-level spell<br />
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'''(14th Level) Crown of the Tempest (7 points) -''' You can cast ''Investiture of Wind'' as a 6th-level spell.<br />
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'''(16th Level) Rage of the Tempest (9 points) -''' You can cast ''Whirlwind'' as a 7th-level spell.<br />
{{Design Note|All spells listed here that do not have a direct link attached to them are from the [http://dnd.wizards.com/articles/features/elementalevil_playerscompanion Elemental Evil Player's Companion], which is a free expansion published by WOTC.}}<br />
<br />
====Tempest Focus====<br />
<br />
When you reach 3rd level, you may choose a Tempest Focus out of the following: Blade Arts or Spell Arts.<br />
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====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.<br />
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====Ride the Currents====<br />
<br />
Starting at 6th level, You can use your mastery of the winds to change their directions to help move you out of dangerous situations. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.<br />
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====Sight of the Tempest====<br />
<br />
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You have advantage on all opportunity attacks you make against a creature that passes through your range. In addition, you can sense the presence of any creature within 10ft of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.<br />
<br />
====Elusive Winds====<br />
<br />
Beginning at 10th level, The winds you master can help you nimbly dodge out of the way of or protect you from certain area effects, such as a [[5e SRD:Fireball|''fireball'']]. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====One with Nature====<br />
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At 13th level, your connection to the winds has allowed you to also gain a connection to nature. You gain proficiency in {{5s|Nature}} checks. If you already have proficiency in it, you can double your proficiency bonus.<br />
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====Gusts of Movement====<br />
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Beginning at 15th level, the winds you control give you an unnatural quickness to your step. Your base walking speed increases by 10ft.<br />
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====Immovable Mind====<br />
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Your training as a Wind Knight has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed or frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.<br />
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====Wispy Body====<br />
<br />
You body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action, any attacks made against you have disadvantage against hitting you. This effect fades if you take the attack action or if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.<br />
<br />
===Blade Arts===<br />
A wind blade who specializes in being quick with the blade.<br />
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====Flash Fury====<br />
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Beggining at 3rd level, when you dash, your attacks do an additional 1d4 slashing damage on the same turn. This damage increases when you reach 9th level (1d6) and 15th level (1d8).<br />
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====Flash Step====<br />
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Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you make the Dash action on your turn and move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Dexterity (Acrobatics) check. If you succeed, the opportunity attack has disadvantage against you. You are also not hindered by difficult terrain when you dash during your turn.<br />
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====Blade of the Tempest====<br />
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Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may take a 3rd Attack action.<br />
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====Mastery of The Blade====<br />
<br />
Your adventure has finally allowed you to master the blade you have trained so long to use. Beginning at 14th level, you can identify the damage and any other non-magical properties about swords just by glancing at them. You also learn one fighting style of your choice between the ''Dueling'' Fighting Style, which is when you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon, and ''Great Weapon Fighting'', which is when you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the ''Two-Handed'' or ''Versatile'' property for you to gain this benefit.<br />
<br />
====Mastery of The Wind====<br />
<br />
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your move speed increases by +10ft. You can use your bonus action to walk your movement speed in the air and stay suspended in air. You can move like this and stay suspended for a number of rounds equal to your Wisdom modifier (minimum of one round). You must complete a short or long rest in order to use this feature again.<br />
<br />
===Spell Arts===<br />
A wind blade who specializes in casting spells.<br />
<br />
====Spell Arts Spells====<br />
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells.<br />
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'''(3rd Level) Force Magic(1 point) -''' You can cast [[5e_SRD:Magic Missile|''Magic Missile'']] as a 1st-level spell.<br />
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'''(5th Level) Wind Support(2 points) -''' You can cast [[5e_SRD:Levitate|''Levitate'']] as a 2nd-level spell.<br />
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'''(7th Level) Wind Boots(3 points) -''' You can cast [[5e_SRD:Water_Walk |''Water Walk'']] as a 3rd-level spell.<br />
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'''(9th Level) Wind Move(4 points) -''' You can cast [[5e_SRD:Freedom_of_Movement|''Freedom of movement'']] as a 4th-level spell.<br />
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'''(11th Level) Nature's Passage(6 points) -''' You can cast [[5e_SRD:Tree Stride|''Tree Stride'']] as a 5th-level spell.<br />
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'''(13th Level) Thorns(6 points) -''' You can cast [[5e_SRD:Wall_of_Thorns|''Wall of Thorns'']] as a 6th-level spell.<br />
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'''(15th Level) Magic Sword(7 points) -''' You can cast [[5e_SRD:Arcane_Sword|''Arcane Sword'']] as a 7th-level spell.<br />
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'''(17th Level) Control of The Winds (8 points) -''' You can cast [[5e_SRD:Control_Weather|''Control Weather'']] as a 8th-level spell.<br />
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'''(19th Level) Violent Storm(11 points) -''' You can cast [[5e SRD:Storm of Vengeance|''Storm of Vengeance'']] as a 9th-level spell.<br />
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====Winds of Rest====<br />
At 7th level, when you finish a short rest you may restore Tempest Points equal to your Wisdom modifier(minimum 1). You regain use of this feature after you finish a long rest.<br />
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====Cutting Winds====<br />
At 11th level, when you deal damage with a spell from the Spell Arts Spell List or Tempest Spells, at end of calculating the total damage of the spell you may add Wisdom modifier(minimum 1) of slashing damage to the spell.<br />
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====Lacerating Blade====<br />
At 14th level, as an action, you may touch a slashing weapon to cover it in violent winds for 1 minute making it do an additional 1d6 slashing damage. You regain use of this feature after you finish a short or long rest.<br />
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====Cyclone====<br />
At 20th level, you may use an action to summon a cyclone for 4 hours that covers the lower half of your body. You gain a fly speed of 50ft with this feature. You regain use of this feature after you finish a long rest.<br />
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=== Multiclassing ===<br />
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Uses custom finesse weapons.<br />
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'''Prerequisites.''' To qualify for multiclassing into the wind blade class, you must meet these prerequisites: Dexterity 13 and Wisdom 13<br />
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'''Proficiencies.''' When you multiclass into the wind blade class, you gain the following proficiencies: Light armor, medium armor, and one weapon proficenty out of the shortsword, scimitar, longsword, greatsword, talwar, lhang, and katana.<br />
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