Galeforce Gladiator (5e Subclass)
Galeforce Gladiator[edit]
Fighter Subclass
In the heart of the howling gales and atop the highest peaks where the winds reign supreme, the Galeforce Gladiators forge their path. These esteemed warriors have listened to the whispers of the zephyrs and roars of the tempests, learning to embody the very essence of the wind in their combat. Clad in armor that sings with the call of the storm and wielding weapons that seem to cut the air itself, they are the embodiment of the wind's unpredictable fury and unbridled freedom.
- Zephyr's Agility
At 3rd level, when you choose this archetype, you gain the ability to harness the wind to enhance your mobility and agility on the battlefield. Your understanding of the wind's ephemeral nature allows you to move with a grace and speed that seems almost supernatural.
- Bonus Movement : You gain an additional 10 feet of movement on your turn. This bonus increases to 15 feet at 10th level and 20 feet at 15th level.
- Evasive Maneuvers: As a reaction when you are targeted by an attack, you can expend one use of this feature to add your proficiency bonus to your AC against that attack, representing a swift, wind-aided dodge. If the attack still hits, you take half damage. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Gale Step: Once on each of your turns, you can give yourself advantage on an Acrobatics or Athletics check as the wind propels your movements. This can be used to enhance jumps, climbs, or other feats of agility and strength.
- Gusting Strikes
Starting at 3rd level, your attacks carry the force of the wind, allowing you to manipulate the battlefield with each strike. You have learned to imbue your weapon swings with the essence of the gale, giving your attacks an additional effect that can disorient and control your enemies.
- Windforce Impact : Whenever you hit a creature with a weapon attack, you can choose to unleash a gust of wind to push the target. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be pushed up to 10 feet away from you. This effect can be used to control enemy positioning or to create space for tactical maneuvers.
- Disarming Gust : Once per turn, when you hit a creature with a weapon attack, you can choose to attempt to disarm the target by directing a focused blast of wind at the item they are holding. The target must make a Strength saving throw against your Gusting Strike save DC or drop one item of your choice that it’s holding. The item is pushed 10 feet away from the creature in a direction you choose.
- Whirlwind Slash : You can expend one use of your Zephyr's Agility's Evasive Maneuvers reaction to perform a whirlwind slash as part of the same reaction. This attack targets any number of creatures you choose within 5 feet of you. Make a separate attack roll for each target. Each creature hit by this attack also suffers the effects of your Windforce Impact, with only one Strength saving throw for the effect if multiple hits occur.
You can use your Gusting Strikes a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Tempest's Evasion
By 7th level, your bond with the wind grants you extraordinary reflexes and the ability to evade danger with the grace of a passing breeze. Your understanding and connection with the air currents allow you to anticipate and react to threats with supernatural agility.
- Evasion : You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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. This represents your ability to use the wind to guide you away from harm.
- Wind's Grace : You gain the ability to use the wind to bolster your jumps and falls. When making a long jump or a high jump, you can cover an additional number of feet equal to your Dexterity modifier (minimum of 1). Additionally, when you fall, you can use your reaction to reduce the falling damage you take by an amount equal to five times your fighter level, as if a gentle gust of wind were slowing your descent.
- Gust of Warning : Your attunement to the wind allows you to sense incoming danger. If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter a rage before doing anything else on that turn. This is a reflection of your heightened senses and the protective instincts granted by the wind spirits.
- Storm's Surge
At 10th level, your mastery of the wind reaches new heights, allowing you to summon a surge of storm energy to empower your attacks and movements. This surge represents a deeper connection with the elemental forces of the wind, granting you the ability to unleash devastating storm-powered strikes and maneuvers.
- Stormcharged Weapon : Once per turn, when you hit a creature with a weapon attack, you can declare that strike to be stormcharged. The attack deals an extra 1d8 lightning or thunder damage (your choice) to the target. Additionally, if the target is a creature, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be stunned until the end of its next turn by the overwhelming force of the storm.
- Galeforce Dash : You can expend one use of your Zephyr's Agility to double your movement speed for the turn. During this dash, you leave behind a trail of turbulent wind that lasts until the end of your next turn. Any creature that enters or starts its turn in the trail must make a Strength saving throw against your Gusting Strikes save DC or be knocked prone by the powerful gusts.
- Windshield : As a bonus action, you can summon a swirling barrier of wind around you that lasts for 1 minute or until you dismiss it (no action required). This barrier grants you resistance to lightning and thunder damage and imposes disadvantage on ranged weapon attacks made against you. The whipping winds around you deflect and disperse incoming projectiles, offering protection against distant foes.
You can use Storm's Surge a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Eye of the Storm
By the time you reach 15th level, you've honed your ability to remain calm and focused in the midst of chaos, much like the eye of a great storm. This tranquility in battle allows you to harness the full might of the tempest while maintaining the clarity and precision of a seasoned warrior.
- Perfect Calm : You gain advantage on all attack rolls against creatures that are within the area of effect of a spell or effect that you control (e.g., the area of your Galeforce Dash's wind trail). This represents your ability to exploit the disarray caused by the elemental forces at your command, striking with deadly precision when your foes are most vulnerable.
- Stormheart Endurance : Your exposure to the raw elements of the storm has fortified your resilience. You gain immunity to lightning and thunder damage, reflecting your body's adaptation to these forces. Additionally, when you are subjected to an effect that would move you against your will or knock you prone, you can use your reaction to stand firm, negating the effect.
- Quickened Pulse : Once on each of your turns, you can take the Dash, Disengage, or Dodge action as a bonus action. This burst of speed or evasive maneuver is powered by a sudden gust of wind, reinforcing your agility with the quickness of a storm's advance or the fleetingness of a sudden breeze.
- Avatar of the Gale
Reaching level 18, you become an Avatar of the Gale, a true embodiment of the storm's wrath and the wind's freedom. This ultimate mastery over air and storm grants you abilities that make you a sovereign force on the battlefield, as you command the wind's might with unparalleled skill.
- Stormforged Presence : As an action, you can envelop yourself in a maelstrom of elemental air, becoming an avatar of storm and wind for 1 minute. While in this form, you gain the following benefits:
- You gain a flying speed equal to your current movement speed and can hover.
- Attacks with your weapons deal an additional 1d6 lightning or thunder damage (your choice) on a hit.
- You emanate an aura of swirling winds in a 15-foot radius. Any creature of your choice that starts its turn in the aura must succeed on a Strength saving throw or be pushed 15 feet away from you, as the winds attempt to buffet and displace your foes.
- Unbridled Stormcaller : While transformed into the Avatar of the Gale, you can cast the call lightning spell at its base level without expending a spell slot, and you are always considered to be in a stormy condition for the purpose of the spell. You can also cast gust of wind without expending a spell slot. Each of these spell-like abilities can be used once, regaining use after you finish a long rest.
- Invincible Vortex : When you are in your Avatar of the Gale form, you gain resistance to all damage except psychic. This represents the winds that swirl around you, deflecting attacks and absorbing the energy of incoming blows.
Once you use your Stormforged Presence, you can't use it again until you finish a long rest.
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