Windwhisper Templar (5e Subclass)

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Windwhisper Templar[edit]

Fighter Subclass

In the heart of the raging storm, amidst the howling winds that bend trees and scatter the clouds, the Windwhisper Templar stands serene. They are the calm at the center of the tempest, the silent gust before the storm's fury. These warriors have forged an unbreakable bond with the wind, learning its secrets and whispers. They move with the grace of a falling leaf and the suddenness of a gale-force wind. To their enemies, they are as elusive as the breeze, appearing where least expected and vanishing before retaliation can be mustered. The Windwhisper Templars understand that the wind is both shield and sword, a force that can gently guide a drifting feather or topple the mightiest of structures. They harness this power not through force, but through understanding, becoming one with the gales they command. In the dance of battle, they are the embodiment of the wind's freedom, its unpredictable power, and its undying spirit.

Whispering Zephyr

Starting at 3rd level, you harness the subtle and guiding whispers of the wind to enhance your mobility and finesse in combat. You gain the following benefits :

  • Zephyr's Guidance : When you take the Attack action on your turn, you can forgo one of your attacks to instead move up to 15 feet. This movement does not provoke opportunity attacks.
  • Galeforce Strike : Once per turn when you hit a creature with a weapon attack, you can cause the attack to deal extra damage equal to your proficiency bonus. The force of the strike pushes the air, momentarily disorienting your target. The creature must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher) or be pushed up to 5 feet away from you.
Gustborne Evasion

At 3rd level, your connection to the wind grants you unparalleled agility and evasive prowess. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, or half damage if you fail. Additionally, if you are subjected to an effect that requires you to make a Dexterity saving throw to avoid being restrained or grappled, you can use your reaction to automatically succeed on the saving throw.

Whirlwind Assault

Starting at 7th level, you learn to unleash a devastating flurry of strikes, harnessing the relentless force of the wind to overwhelm your foes. When you use your action to take the Attack action on your turn, you can make one additional weapon attack. Additionally, if you hit a creature with two or more weapon attacks during this action, you can attempt to push the target up to 10 feet away from you without requiring a separate action or reaction. The target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher) or be pushed.

Galeforce Barrier

At 10th level, you've learned to summon a protective veil of wind around yourself and your allies, offering a bastion against harm. As a reaction when you or a creature within 30 feet of you takes damage, you can invoke a swirling barrier of wind to reduce that damage. The damage is reduced by an amount equal to your fighter level + your Dexterity modifier.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.

He who talks to the winds

By 15th level, your connection with the wind grants you incredible speed and the ability to predict your opponent's moves. You gain the following benefits :

  • Windborne Agility : Your movement speed increases by 10 feet. This increase is not cumulative with other effects that increase your speed.
  • Zephyr's Foresight : As a reaction when you are hit by an attack, you can expend one use of your Galeforce Barrier to instead impose disadvantage on the attack roll, potentially causing it to miss. You must decide to use this reaction before the DM determines the outcome of the attack.
Windwaker

At 18th level, you embody the full might and unpredictability of the wind. You gain the following benefits :

  • Galeforce Mastery : Your control over the wind is absolute. When you activate your Galeforce Barrier, in addition to its normal effects, you can choose to knock back enemies within 10 feet of you when you first activate it. Each creature you choose within range must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be pushed back 15 feet and knocked prone.
  • Tempest's Speed : Whenever you take the Dash action on your turn, you can move through spaces occupied by other creatures, and you do not provoke opportunity attacks for the rest of the turn. After dashing, your next attack before the end of your turn deals additional damage equal to your fighter level.
  • Whirlwind Reprisal : Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Immediately upon doing so, you can take a bonus action to perform a whirlwind attack against all enemies within 10 feet of you. Make a separate attack roll for each target, dealing 2d8 + your Strength or Dexterity modifier slashing damage on a hit.
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