Fighter Archetype: Wind Tamer in Prototokos | World Anvil
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Fighter Archetype: Wind Tamer

"Death is like the wind...always by my side."

Wind Tamer: The archetypal Wind Tamer has adapted a fighting technique that allows themselves to use the wind and air as an ally, but also an enemy for those who oppose them. Those who wander the path of this battle style are resilient and filled with deep resolve, they never feel fear so long as the wind is at their side.  
  • The Wind Tamer archetype is only proficient with light and medium armor
Steel Tempest: Starting at 3rd level you can thrust your weapon with such velocity that you increase the damage output. You add an additional 1d4 damage to the first attack of any round with a weapon for which you are proficient. This damage increases at higher levels please see below chart:
CHARACTER LEVEL ADDITIONAL TEMPEST DAMAGE
3rd 1d4
6th 1d6
9th 1d8
12th 1d10
15th 1d12
18th 1d20
Once you have reached 15th level, with the Steel Tempest feature as an ACTION, you can channel a wind tornado to hurl at your allies or enemies. You can hurl a single tornado in a straight line up to 20' away in any direction away from you, all creatures within this distance must succeed in a DEX ST DC 18 or be knocked into the air 5' and take 1d12 Steel Tempest damage. On a success, the target does not get knocked into the air and takes half damage.   Way of the Wanderer: The wind is your ally shielding you from harm and fending off your enemies. Starting at 7th level if you finish your combat turn by moving half of your movement speed or more you are granted a temporary protective cloak of air around your body. Your enemies have disadvantage against you if they are ranged touch attacks, and you gain 1d8 plus your Class Prof. as a temporary shield. You can perform this feature 3 times per long rest.  
*Note: This shield can also be activated if you are not the reason you have moved more than half of your movement speed per round*
  Wind Wall: Starting at 10th level you can create a wind barrier for you and your allies that deflects and absorbs all incoming ranged attacks, this includes magical attacks that are cast at levels equal to your Wind Wall. If you are wielding a martial weapon, you are proficient with, as a bonus action you can spend 1 use of your Way of the Wanderer feature to create a defensive wind barrier directly in front of yourself. This Wind Wall is equal to 10' high and 10' long that deflects all physical attacks and absorbs any incoming spells cast at 3rd level or lower. With the same above requirements for the first use, as a bonus action you can choose to spend 2 uses of your Way of the Wanderer feature to manifest a much larger wind barrier. The Wind Wall is equal to 15' high and 15' long that deflects all physical attacks and absorbs any incoming spells of 6th level or lower. With the same above requirements for the previous two uses, as a bonus action you can choose to spend all 3 of your Way of the Wanderer feature and gather a wind storm barrier of epic size. This Wind Wall has a height of 20' and a length of 25' that deflects all physical attacks and absorbs any incoming spells of 9th level or lower, also any creatures of small classification that are within 5' of the wall must make a DC Dex ST 18 or be knocked prone. All of the Wind Walls also douse any nonmagical flame that is within 10' of its manifestation. AOE attacks, if targeted properly can still trigger their effects, or any attacks, physical or magical that can manage to arch over the height of the Wind Wall also will have effect. This Wind Wall action lasts until the start of your next turn and coincide uses based off of your daily consumption of the feature Way of the Wanderer.   Sweeping Blade: Starting at 15th level you can move at such ferocity and effortlessness, that your enemies cannot target you. If you or an enemy finishes movement within 10' of each other, as a REACTION you can choose to sweepingly move to an unoccupied space near the target. On your next attack vs that target you have Advantage and add an additional Tempest Damage roll to your next attack. You are not targetable during this reaction, this includes Attack of Opportunity.   Last Breath: At 18th level you have mastered the wind technique and are prepared to show your allies and enemies your true fortitude. If an ally or enemy is within twice the amount of your full movement speed range, and has been knocked into the air more than 5', this includes falling and you have not taken the movement action, than as your MOVEMENT ACTION you can instantly blink to their location and position yourself in any unoccupied space and face any direction that you deem necessary. Apon arrival as a reaction, you can choose to elevate yourself and the target an additional 15'. During this blink process, so long as you are holding a martial weapon you are proficient with, the weapon becomes engulfed in a wind turbine of radiant energy, dealing an additional 2d12 radiant damage and making it a magical weapon until the end of your next turn. You have advantage on attacks vs the enemy target you blinked to until the end of your next turn. If the target you blinked to is an ally, than you and the ally have advantage on DEX ST, and you both gain a protective wind shield equal to 2d12 plus you Class Prof. until the end of your next turn. You can perform this feature once per long rest.
                              *Quilliana, Wind Tamer of Daqan*

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