Windblade (5e Subclass)

Windblade

Windblades move with the air and command it with precise strikes.

Finesse Weapon Proficiency

You become proficient in all finesse weapons.

Breeze Style

Starting at 3rd level, you gain the ability to execute bursts of wind empowered techniques. After a short or long rest 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 can regain expended Breeze Points in two ways:

  • When you score a critical hit with a with a finesse weapon you regain 1 Breeze Point.
  • When you succeed on a Dexterity saving throw regain 1 Breeze Point.

Wind Maneuvers

Some of your Wind Maneuvers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Wind Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

  • Gaspless: Starting at 3rd level, 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.
  • Unbound Winds: You learn to make a blast of wind emanate from your weapon as you swing it. When making a Melee Attack you may choose to Spend 1 or more Breeze Points and choose to give your Attack one of these 3 effects:
    • Slicing Winds- This attack targets all creatures in a 15-foot cone are hit by this attack. A creature takes your Melee Attack damage + 2d10 force damage on a failed save, or half as much damage on a successful one. The force damage from this increases by 2d10 for each Breeze Point spent.
    • Forceful Winds- Your Attack has a range of 20 feet, on a successful attack target must make a Constitution saving throw. On a failed save, a creature takes the damage of your Melee Attack + 2d10 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.The force damage from this increases by 2d10 for each Breeze Point spent.
    • Piercing Winds- Your Attack has a range of 30 feet, on a successful attack target must make a Dexterity saving throw. The creature takes your Melee Attack damage + 3d10 force damage on a failed save, or half as much on a successful save. The force damage from this increases by 2d10 for each Burst Point spent.
  • 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 and move your speed.
  • Wind’s Grace: You learn to use the wind to enhance your movement. When making a Move action you may choose to Spend 1 Breeze Point and choose to give your Move one of these effects
    • Hurricane Dash- Dash in a straight line at incredible speeds. Move up to your speed + 15 feet in a line, this does not provoke attacks of opportunity. Alternatively, spend 2 Breeze Points to do this as a bonus action.
    • Whirlwind Leap- Leap into the air and be held in place for a few seconds. Jump up to 20 feet into the air and hover in place until the end of your next turn or until you decide to fall. You take no fall damage and this does not provoke attacks of opportunity. Alternatively spend 2 Breeze Points to do this as a bonus action.

Incoming Storm

Starting at 7th level, you can take Dash as a bonus action. After you use Dash, your first attack hits with advantage and crits on a 19.

When you attack with a melee weapon, you can choose to attack with disadvantage. If you do, 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.

KILLER'S INSTINCT you'll always reach the next victim. Immediately before you make a melee weapon attack, you can use your bonus action to move up up your speed towards the target. If you do and that attack hits a frightened creature, you gain temporary hit points equal to half your fighter level + your Constitutiun lasts until the slart of your next turn.

BLOOD HOUND your indulgence in the battlefield has steeled your will and shargened your serses. You can't be surprised, and creatures within 60 feet of you, if they have blood, can't benefit from being hidden or invisible against you if they are below half their hit point maximum.

Light as the Wind

Starting at 10th level, you learn to best take advantage of the lightweight equipment you prefer. While wearing no armor or light armor and no shield, you add half of your proficiency bonus (rounded up) to your AC.

LAST BREATH You've breathed your last breath as a person, the hunt for battle is all that drivers you forward. After succeeding on a death saving throw. you can choose to stand up and act as if you had started your turn conscious. You remain conscious until the end of your turn. The first attack you make during this turn is made with advantage and deals an additional 4d10 damage of the weepon's type on a hit. While you have O hit points during this turn, taking damage causes death saving throw failures as normal though three death saving throw falures don't kill you. At the end of your turn you fall unconscious if you still have 0 hit points, or die if you have three death saving throw failures. Once you use this feature, youa can't use it again until you complete a long rest.

Gale Strike

From 15th level onwards, when you dash and make an attack you deal an 3d6 additional slashing damage that increases by 2d6 when you reach 18th level (5d6) on hitting and attempt to knock the target prone on the first strike with a Strength saving throw DC of 8 + your proficiency bonus + half your Fighter level.



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