User:Doriansword/Wind Breathing (5e Class)

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Wind Breathing[edit]

Wind Breathing is a style meant to capture the anger and speed of the raging wind allowing the user to pull of insane feats of speed and strength slaying demons left and right as fast and as strong as a mighty gust of wind.


Creating a Wind Breathing user.[edit]

Quick Build

You can make a Wind Breathing user quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength or Constitution. Second, choose between a heavy two-handed weapon and a more versatile weapon.

Attribute Bonuses

+1 str,+1 dex.

Class Features

As a Wind Breathing user. you gain the following class features.

Hit Points

Hit Dice: 1d(10) per Wind Breathing user. level
Hit Points at 1st Level: (10) + Constitution modifier
Hit Points at Higher Levels: 1d(10) (or 6) + Constitution modifier per Wind Breathing user. level after 1st

Proficiencies

Armor: Light, Medium.
Weapons: Simple and Martial weapons.
Tools:
Saving Throws: Dexterity and Strength.
Skills: Intimidation, Athletics or Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • One Simple or Martial weapon of your choice, and Leather armor

Table: The Wind Breathing user.

Level Proficiency
Bonus
Features Breathing Points Mantra Points
1st +2 First Form: Fierce Winds, Second Form: Piercing Gust 2 0
2nd +2 3 0
3rd +2 Third Form: Baleful Burst of the Winds Chosen 3 0
4th +2 Ability Score Improvement, Fourth Form: Headwind, Mantra 4 1
5th +3 Extra Gust 4 1
6th +3 5 1
7th +3 Fifth Form: Merciless Wind Slam 5 1
8th +3 Ability Score Improvement 6 2
9th +4 Wind Fury 6 2
10th +4 Wind Walker 7 2
11th +4 Extra Gust (2x) 7 2
12th +4 Ability Score Improvement, Sixth Form: Gale rush 8 3
13th +5 8 3
14th +5 Seventh Form: Deaths Cyclone, Brutal Rotation 9 3
15th +5 Prophet of Wind 9 3
16th +5 Ability Score Improvement, Eighth Form: Brutalizing Zephyr 10 4
17th +6 10 4
18th +6 Unstoppable Onslaught of Wind 11 4
19th +6 Ability Score Improvement, Ninth Form: Eye of the Howling Storm, Guidance of the Rage Fueled Hurricane 11 4
20th +6 Tenth Form: Deaths Gale 12 5


Whenever a saving throw is called for the dc will be equal to 10+the wind breather’s proficiency modifier + the wind breather’s strength or dexterity modifier (players choice).


When knocking an enemy into the air, a strength check just be made in order for a creature who isn’t willing to be knocked up, to be knocked up, this check has a dc of 14, and is modified by the creature size. When knocking an enemy into the air keep in mind the larger the creature the easier the check will become. You can use this as a reference for how the dc of a knock up will change depending on the victim’s size

Tiny=-4, Small=-2, Medium=0, Large=+2, Huge=+4, Anything above=+6


First Form: Fierce Winds[edit]

The user takes in a deep breath and draws from their well of anger to gain a sudden burst of strength allowing them to slash upwards twisting their whole body and sending any enemy struck 10ft into the air. Using this form expends the wind breather's main action, as well as one breathing point.


Fierce Winds can be used with increased potency.

By expending an additional Breath point, the user sends the enemy hit an additional 5ft into the air for every point added (up to a maximum of 20 additional feet).


Second Form: Piercing Gust[edit]

The user grits their teeth and takes a few short breaths before rushing single a target, slashing at them with the force of a violent storm, dealing weapon damage and knocking the victim back five feet on a failed STR save. This form expends the wind breather's main action, as well as one breathing point.


Third Form: Baleful Burst of the Winds Chosen[edit]

The user steels themselves and prepares to press the attack, gaining a burst of speed, this new found speed allows them to make an unarmed attack at a creature within 5ft of them with the goal of disorienting it dealing 1+strength modifier bludgeoning damage on hit and granting the wind breather advantage on their next attack which will do an additional 1d12 slashing damage as the wind breather dashes past the enemy slashing at their neck utilizing the force of the wind at their back, ending up on the opposite side of their target after the attack. Using this form expends the wind breather's bonus action, as well as two breathing points.


Third Form
Bashful Burst of the Winds Chosen can be used with increased potency.

By expending additional Breathing points, the victim will take an additional 1d10 (type based on weapon) damage on the next weapon attack made against them by the wind breather for every two additional breathing points expended.


Fourth Form: Headwind[edit]

The user dashes past an enemy within their current movement distance at inhuman speeds leaving nothing behind save for a gust of wind, and uses this overwhelming speed to guide their strike, aiming for their enemy's neck dealing 1d8 per 10ft dashed, slashing damage on hit. Using this form expends the wind breather's main action, as well as three breathing points and all of the wind breather’s movement speed.


Fourth Form
Headwind can be used with increased potency.

By expending two additional breathing points, this form will also act as a dash, doubling the wind breather’s movement speed allowing them to dash to a target even farther away, however this will cost the wind breather their bonus action in return.


Extra Gust[edit]

Your anger continues to grow, and with it so does your speed and resolve, allowing you to attack an extra time with your attack action.


Fifth Form: Merciless Wind Slam[edit]

The user leaps into the air up to 30ft (1ft leapt=1ft of movement used) as a reaction to knocking an enemy into the air at least 20ft, before coming down on them with their blade making a normal attack against the enemy, if the wind breather lands this attack they deal 4d8 slashing damage to the enemy to the enemy and send them down to the ground with great speed, forcing them to take double fall damage and stunning the victim on a failed constitution save. The fall damage caused by this can not be negated by any form of immunity to fall damage due to the overwhelming force of the user's blow. This form expends four breathing points.


Wind Walker[edit]

You are able to tap into your well of resolve and utilize your total concentration constant breathing to become immune to any fall damage not exceeding 6d6 (a 60ft drop) for the next two turns. Utilizing this technique expends the wind breather’s reaction as well as three breathing points.


Sixth Form: Gale Rush[edit]

The user’s breathing becomes erratic making it harder to control as they ready themselves to use all of the speed they can muster up before launching themselves forward, using up all of their movement as they dash up to 30ft into melee range of a target, grabbing their victim by the waste tackling them to the ground with a contested grapple in a brutal display of strength and speed attempting to break their victim's body if the user succeeds in grappling the target. Once grappled the victim is forced to make a strength save as the user slams them to the ground crippling them for 1d4 turns if the victim fails to brace themself against this force, and dealing 3d12+dex mod damage (half on a successful save) to the victim on a failed constitution save as they are jerked and slammed into the ground over and over. Additionally If the victim fails the constitution save, they are able to be thrown up to 15ft away from the user. While crippled everywhere counts as difficult terrain and all attacks have advantage against the victim. Using this form expends the wind breather's main action, as well as five breathing points.


Extra Gust (2x)[edit]

Your mastery over your anger and breath control has given you the ability to launch an additional extra attack using your attack action


Seventh Form: Grim Wind, Brutal Rotation[edit]

The wind breather begins to spin in a circle while holding their blade outward from their body at ridiculous speeds propelled by the wind behind them attempting to slash any enemy within 5ft of them in twain dealing 5d8+10 half force half slashing damage to any enemy of medium size caught in the rotation that fails dexterity save, while those who succeed take half of that damage. Using this form expends the wind breather's main action, as well as five breathing points.

Grim Wind, Brutal Rotation can be used with increased potency.

By expending an additional Breathing point, this attack will knock all enemies hit 10ft into the air on a passed dc 15 strength check.


Prophet of Wind[edit]

Your master over your fury has given you new insight into how to control your breath into a small burst of wind allowing you to expend a single breath point after landing three attacks on an enemy in one turn, to knock that enemy 10ft up into the air on a successful strength check from the user.


Eighth Form: Brutalizing Zephyr[edit]

The user funnels a great amount of focus and rage into a single series of 1d4 attacks each dealing 2d8+strength mod force damage on a failed dexterity save and half that on a passed one, these attacks are spread out as evenly as possible among all enemies within your movement range as the user dashes to each one before returning to their initial position. During this series of attacks, you are unable to be hit with attacks of opportunity due to your remarkable speed. Using this form expends the wind breather's main action, all of their movement, and six breathing points.


Brutalizing Zephyr can be used with increased potency.

By expending an additional Breathing point, all enemies hit must make a dexterity save or be knocked 10ft into the air by the power of the attack.


Unstoppable Onslaught of The Cold Mountain Wind[edit]

Your mastery over wind breathing has become greater than ever and you are now able to unleash a great amount of power and create an extremely strong gust of wind knocking any creature up to 15ft in front of the user prone on a failed dexterity save. Using this ability expends the wind breather’s main action as well as four breath points.


Ninth Form: Eye of the Howling Storm[edit]

The user circles around a target within 30ft of them (expending all of their movement to do so) with so much speed that they appear as a blur to their victim, allowing them to strike the target from an unexpected angle if they fail a dc 17 perception check, and go for their neck dealing 7d8 slashing damage instantly, this attack is rolled as a normal weapon attack, however the user takes advantage on it if the target failed the perception check. This form expends the wind breather’s main action, as well as seven breathing points.


Guidance of the Rage Fueled Hurricane[edit]

Your fury has become palpable, allowing you to combine it with your mastery of the wind breathing style to become a truly dangerous being, with the rage and destructive power you possess allowing you to press yourself past the limitations as a reaction to failing to confirm a kill on a demon, you draw from your deep well of hatred to take another swing or dig deeper in another attempt to cleave their neck from their shoulders this time around with advantage during on swing as the wind around you begins to speed up and help you dig deeper almost as if it is guiding your blade. Using this form expends the wind breather's reaction, as well as four breathing points.


Tenth Form: Deaths Gale[edit]

The user enters a low stance with their blade sheathed, as they take a deep breath, commanding the wind around them to build up behind them, allowing them to dash 120ft forward creating a 15ft wide (3squares) and 120ft long path of destruction that deals 10d8 slashing damage to anything caught in it on a failed dexterity save, while creatures who pass take half damage. Additionally, anything that isn’t secured, and even some things that are (such as trees, plant life, small buildings, tents, etc) are destroyed almost completely.Using this form expends the wind breather's main action, as well as eight breathing points.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mantra[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you gain the ability to breathe deeply and meditate for a short period of time (1 action) regaining 1 breath point for each level of mantra you have unlocked (see class features table).



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