Windblade (5e Subclass)
Windblade[edit]
Fighter Subclass
Windblades move with the air and 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. Windblades 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.
- Breeze Style
Starting at 3rd level, you gain the ability to execute bursts of wind empowered techniques. After a short or long rest, you gain Breeze Points equal to your Dexterity modifier. Your Dexterity modifier also serves as your maximum Breeze Points. Use these Breeze Points to execute Wind Maneuvers.
You know three Wind Maneuvers when you choose this archetype, gaining one additional one at 7th, 10th, 15th and 18th levels. Whenever you gain a new maneuver, you can replace a maneuver you know for a new one.
When you score a critical hit against a hostile creature with a melee finesse weapon, you regain 1 Breeze Point. You also regain 1 Breeze Point when you succeed on a Dexterity saving throw.
Some of your Wind Maneuvers 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, your first hit with a finesse melee weapon scores a critical hit on a 19 or 20.
In addition, when you attack with a melee weapon, you can choose to attack with Disadvantage. If you do so, regardless of whether or not you hit, the target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is frightened until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining expended on a short or long rest.
- Light as the Wind
Starting at 10th level, you learn to best take advantage of the lightweight equipment you prefer. While wearing no armor nor shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
In addition if you are wearing light armor and not wielding a shield, you add half of your proficiency bonus (rounded up) to your AC.
- Wind Champion
At 15th level, when you roll initiative and have no Breeze Points left, you regain 1 point.
- Gale Strike
When you reach the 18th level, when you Dash and move before making a melee weapon attack with a light or finesse weapon, you cause additional slashing damage if your next attack until the end of this turn is a hit. The additional damage equals +1d6 for each 10 feet moved (up to a maximum of +3d6). In addition, the hit creature must succeed on a Strength saving throw against your Wind Maneuver save DC, or is pushed 5 feet back for each 10 feet you move and 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 a finesse weapon you are currently wielding.
- Slicing Winds
When you take the Attack action on your turn, you can replace one of the attacks with a barrage of wind slashes. 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 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
You can spend 1 additional breeze point to roll one additional die of damage. At 11th level, spending 1 additional breeze point allows you to roll two additional dice of damage.
- Forceful Winds
When you use the Attack action on your turn, you can spend 1 breeze point to cause wind blasts to be hurled from your blade. Your reach with your attacks using finesse weapons increases to 20 feet for that Action, as well as the rest of the turn. A hit with such an attack deals bludgeoning damage, instead of the regular damage, and a creature hit must succeed on a Strength saving throw, or be pushed 10 feet back. If you hit a creature with this attack, you can spend 1 breeze point to cause additional 1d10 bludgeoning damage. The damage caused by this technique 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. 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 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
You can spend 1 additional breeze point to roll one additional die of damage. At 11th level, spending 1 additional breeze point allows you to roll two additional dice of damage.
- 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 15 feet. This movement doesn't provoke opportunity attacks, and ignore difficult terrain.
- Whirlwind 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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