Sovereign of the Supreme Wind (5e Class)
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Supreme Wind Sovereign[edit]
Introduction: The Supreme Wind Sovereign class is the manifestation of the indomitable will of the wind, inspired by the elemental dragons of wind. This class was created to dominate the battlefield with its speed, aerial power, and control over storms. Members of this class are destined to be agents of change, balancing the destructive and constructive nature of the wind. The elemental dragons of wind and ice have an age-old rivalry, facing each other in battles where the wind must prevail over the freezing cold.
History: The Supreme Wind Sovereign is an extension of the draconic power of the wind, a power that runs through the veins of those chosen by the Great Dragon of Wind. These chosen ones are children of heaven, able to fly and unleash storms that devastate their enemies. The Pure Wind seeks to release chaos and freedom from the storm, facing off against the ice dragons, who represent freezing and stagnation. In a constant war of balance between these two powers, the wind warriors seek to break the chains of immobility and prove that the wind always prevails.
Class Features
As a Supreme Wind Sovereign you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Supreme Wind Sovereign level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Supreme Wind Sovereign level after 1st
- Proficiencies
Armor: Light, medium, heavy
Weapons: Simple and Martial weapons
Tools: {{{tools}}}
Saving Throws: Wisdom, Constitution.
Skills: Pick three from Acrobatics, Investigation, Perception, history, Stealth, Survival and religions
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or greatsword or (b) any two simple weapons
- (a) Explorer's Pack or (b) Burglar's Pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | wind points | wind damage |
---|---|---|---|---|
1st | +2 | — | 10+cha | 1d4 |
2nd | +2 | — | 15+cha | 1d4 |
3rd | +2 | — | 20+cha | 1d4 |
4th | +2 | Ability Score Improvement | 25+cha | 1d6 |
5th | +3 | — | 30+cha | 1d6 |
6th | +3 | — | 35+cha | 1d6 |
7th | +3 | — | 40+cha | 1d8 |
8th | +3 | Ability Score Improvement | 45+cha | 1d8 |
9th | +4 | — | 50+cha | 1d8 |
10th | +4 | — | 55+cha | 1d10 |
11th | +4 | — | 60+cha | 1d10 |
12th | +4 | Ability Score Improvement | 65+cha | 1d10 |
13th | +5 | — | 70+cha | 1d12 |
14th | +5 | — | 75+cha | 1d12 |
15th | +5 | — | 80+cha | 1d12 |
16th | +5 | Ability Score Improvement | 85+cha | 2d8 |
17th | +6 | — | 90+cha | 2d8 |
18th | +6 | — | 95+cha | 2d8 |
19th | +6 | Ability Score Improvement | 100+cha | 2d10 |
20th | +6 | — | 110+cha | 2d12 |
Soul of wind[edit]
At 1st level, you gain a number of wind points and wind damage as shown on the table.
You can control wind in basic ways within 30 feet, such as blowing out a candle, increasing the burning rate of a fire, and so on. You can also control small or smaller objects weighing no more than 10 pounds.
Beginning at 10th level, you can control air in advanced ways within 60 feet of you, giving you the opportunity to control larger masses of air, such as pushing or lifting large or smaller objects weighing up to 200 pounds and generating blizzards that would blow away a wooden house or a medium-sized rock.
Starting at 15th level, you can perform feats comparable to those of a wind elemental, even better than one. Within a range of 120 feet, you can move giant or smaller objects with your wind that weigh no more than 1000 kilos.
Starting at 20th level, you can generate any feat you can think of with wind within a radius of 1000 feet (DM discretion).
You can spend wind points to perform the following abilities, and you gain a bonus to all your rolls equal to the points you spend in supreme wind.
You can spend 1 point to recover a life point and avoid death
You can spend 1 point to repeat a skill check.
You can spend 1 point to repeat an attack
You can spend 1 wind point to repeat a saving throw.
Empowerment: Your movement and flight speed increase by 10 feet for each point of wind spent until the end of your next turn. For every 10 points of wind you spend on this ability, the speed is doubled (be careful not to break the speed of sound).
Action Increase: For 20 points of wind, you can perform one action and a possible additional bonus action.
For 10 points you can infuse part of your power into a weapon and imbue it with your wind power, making the weapon as light as the wind, so it gains the corresponding abilities of wind attacks and their damage dice, you can also use your dexterity mod on it in turn, the weapon becomes as light as the wind.
You can attack with the wind and choose between dealing bludgeoning, piercing, or slashing damage, but you can only choose one type of damage per attack (wind attacks have a fixed range and damage dice as shown on the table).
Wind Mantle[edit]
Your connection to the wind manifests as a barrier of air that surrounds you. While you are not wearing heavy armor, your AC is equal to 10 + your Charisma mod + your Wisdom mod. Additionally, you gain immunity to falling damage. The aura is 30 feet and increases by 5 feet per level, and you gain the following abilities
While your enemies are in the aura, they have disadvantage on ranged attack rolls and their movement is halved. Your allies also have advantage on ranged attack rolls and can move at twice their normal speed while that creature is in the aura.
As an action or reaction, you can redirect or deflect any type of ranged attack that enters your aura, and it lasts until the end of your next turn.
You cannot be surprised and you can sense the presence and movement of all creatures within your aura.
You have resistance to slashing, piercing, and bludgeoning damage, immunity at level 12
While Aura is active, your wind cannot be affected by other elemental states, You regain supreme wind points equal to your charisma per round
Voice of the Wind[edit]
At 2nd level you can project your voice up to 100 additional feet for each point of wind you spend, additionally when you make an Intimidation check using this ability you gain advantage and enemies who heard you will be frightened until the end of their next turn, you can also whisper messages to friendly creatures within 100 feet or enemies.
Wind Rise[edit]
At 3rd level, you gain the ability to temporarily fly (30 feet) for 1 minute by spending 1 wind point. If you already have a flying speed, it is doubled, and you also gain a +5 to flying speed per level.
Wind Style[edit]
in level 5 You can choose one of the following styles, plus one more at level 8 and level 12
Blade Air: You gain attack advantage and a +1 + the number of wind points spent on your last turn bonus on attack and damage rolls with attacks that deal slashing damage
Piercing Wind: You gain attack advantage and a +1 + the number of wind points spent on your last turn bonus on attack and damage rolls with attacks that deal piercing damage
Powerful Vent: You gain attack advantage and a +1 + the number of wind points spent on your last turn bonus on attack and damage rolls with attacks that deal bludgeoning damage
Your allies add your Charisma mod to their saving throws.
Starting at level 6 Your wind attacks now have the ability to overcome both resistance and immunity to the effects of dealing magic damage.
Starting at level 7, you can spend 1 wind point to repeat a saving throw.
Starting at level 8 You gain a number of reactions equal to your Dexterity mod.
Starting at 11th level While Aura is active, your wind cannot be affected by other elemental states.
Starting at 15th level Your wind attacks now combine into a single use, dealing bludgeoning, slashing, piercing, and force damage. Your attacks also gain a new type of bonus damage called primordial wind damage—a wind capable of piercing through adamantine (remember to check with your DM first). It can destroy adamantine.