Windblade, Variant (5e Subclass)

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Windblade (Revised by DruidOfStorm)[edit]

The initial concept was neat, but I found the orignal version to be quite unbalanced and a bit too all over the place

Fighter Subclass

Some fighter prefer to move with the air and they command it with precise strikes. Using a style of elemental combat called "Breeze Style", these warriors can bend the winds, using its power to increase their mobility, attack speed and even to bend the air itself to their command, hurling powerful air blasts towards their enemies. They hone their techniques on places were powerful winds blow, like mountain tops, or the middle of the ocean amidst thunderstorms, learning how to flow with the strong gusts and how to guide their strikes through the movement of the air, flowing with it as a leave dancing on the wind, their weapon becoming a part of themselves: a Windblade.

Breeze Style

Starting at 3rd level, you gain the ability to execute bursts of wind empowered techniques called Wind Tricks by spending Breeze Points. You can use one Wind Trick on each of your turn and they can only be performed when wielding a melee weapon. This weapon is your Windblade. You must spend a short rest with a new weapon before being able to use it as your Windblade.

You gain a Breeze Point each time you move 10 feet in a straight line or succeed in a Dexterity saving throw, but you lose all your Breeze Point if you are incapacitated or end your turn without moving. Your maximum number of Breeze Points at any given time is equal to you Dexterity modifier (minimum of 1).

You know three Wind Tricks when you choose this archetype, gaining one additional one at 7th, 10th, 15th and 18th levels. Whenever you gain a new trick, you can replace a trick you know for a new one.

Some of your Wind Tricks have a saving throw. The save DC = 8 + your proficiency bonus + your Dexterity modifier.

Incoming Storm

Starting at 7th level, you can take Dash action as a bonus action. After you use Dash, providing you moved at least 10 feet in a straight line, your have advantage on the first attack you make with your Windblade during this turn.

Light as the Wind

Starting at 10th level, your moves are gaining in swiftness and you jump into action as quicky as a gust of air. As long as you're not wearing heavy armor, your walking speed increase by 10 feet and you can add your proficiency bonus to your initiative check.

Additionally, at the end of your turn, you can expend up to three Breeze Points (no action required) and add that number to your Armor Class until the start of your next turn.

Great Whirlwind

At 15th level, when you use your reaction to make an attack of opportunity with your Windblade against a creature leaving your range, you can make an attack against every creature within 5 feet of you instead.

Gale Strike

When you reach the 18th level, when you Dash and move at least 10 feet before hitting with a melee weapon attack using your Windblade, your can cause additional damage equals to 1d6 for each 10 feet you moved (up to a maximum of 3d6). In addition, the target must succeed on a Strength saving throw against your Wind Trick save DC, or be pushed 5 feet back for each 10 feet you moved and be knocked prone.

Wind Maneuvers[edit]

Graspless

You learn to let the wind guide your hand for an extra strike. Spend 1 Breeze Point, use your bonus action to make one Attack with your Windblade.

Slicing Winds

When you take the Attack action on your turn, you can spend 1 Breeze Point to replace one of the attacks with a barrage of wind slashes, providing your are wielding your Windblade. All creatures in a 15-foot cone must succeed on a Dexterity saving throw, taking 1d4 slashing damage on a failed save, or half as much on a success. The damage caused by this technique is magical. The damage increase to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Once you reached level 11th, you can use this Wind Tricks on every attack granted by the Extra Attack feature on your turn, providing you spend a Breeze Point for each.

Tempest Blade

When you use the Attack action on your turn, you can spend 1 breeze point to surround your Windblade with cutting winds. Your reach with your attacks using your Windblade increases to 15 feet for the rest of your turn. The damage caused by this Wind Trick is magical.

Piercing Winds

When you take the Attack action on your turn, you can replace one of the attacks with a volley of wind darts, providing your are wielding your Windblade. All creatures in a line 5 feet wide and 30 feet long must succeed on a Dexterity saving throw, taking 1d4 piercing damage on a failed save, or half as much on a success. The damage caused by this technique is magical. The damage increase to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Once you reached level 11th, you can use this Wind Tricks on every attack granted by the Extra Attack feature on your turn, providing you spend a Breeze Point for each.

Wispy Form

You learn to take the the form of the flowing wind for a few seconds. Spend 1 Breeze Point, use your bonus action to Dodge.

Hurricane Dash

You can spend 1 breeze point as a bonus action, to move up to half your speed. This movement doesn't provoke opportunity attacks, and ignore difficult terrain.

Cloud Leap

You can spend 1 breeze point as a bonus action to make powerful leaps. This grants you a flying speed equal to your movement speed, until the end of your turn. If you end your turn in the air, you fall, but the fall damage is reduced by 5 x your fighter level.

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