Wind Blade (5e Class)
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- 1 Wind Blade
- 1.1 Creating a Wind Blade
- 1.2 Class Features
- 1.2.1 Table: The Wind Blade
- 1.2.2 Swift Blade
- 1.2.3 Fleet of Step
- 1.2.4 Tempest Points
- 1.2.5 Tempest Powers
- 1.2.6 Tempest Spells
- 1.2.7 Tempest Focus
- 1.2.8 Ability Score Increase
- 1.2.9 Extra Attack
- 1.2.10 Ride the Currents
- 1.2.11 Sight of the Tempest
- 1.2.12 Cloud Copy
- 1.2.13 One with the Currents
- 1.2.14 Vacuum Dome
- 1.2.15 Immovable Mind
- 1.2.16 Wispy Body
- 1.3 Blade Arts
- 1.4 Spell Arts
- 1.5 Multiclassing
There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.
Creating a Wind Blade
Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.
- Quick Build
You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.
As a Wind Blade you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Simple Weapons, shortswords, scimitars, longswords, rapiers, greatswords, talwars, lhangs, and katanas
Tools: Choose one type of artisan's tools or one musical instrument.
Saving Throws: Strength and your choice of Dexterity or Wisdom
Skills: Acrobatics and choose two from Insight, Nature, Perception, Persuasion, Survival, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- A shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, or katana
- (a) Scale Mail or (b) Leather
- (a) A light crossbow with 20 bolts or (b) Any simple weapon
- dagger, sack, tinderbox, waterskin, and whetstone
|1st||+2||-||Swift Blade, Fleet of Step|
|2nd||+2||2||Tempest Points, Tempest Powers, Tempest Spells|
|4th||+2||6||Ability Score Improvement|
|6th||+3||9||Ride the Currents|
|7th||+3||10||Tempest Focus Feature|
|8th||+3||12||Ability Score Improvement|
|9th||+4||13||Sight of the Tempest|
|11th||+4||16||Tempest Focus Feature|
|12th||+4||18||Ability Score Improvement|
|13th||+5||19||One with the Currents|
|14th||+5||21||Tempest Focus Feature|
|16th||+5||24||Ability Score Improvement|
|19th||+6||28||Ability Score Improvement|
|20th||+6||30||Tempest Focus Feature|
Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the heavy property are treated as finesse weapons for you.
You also learn one of the following fighting styles:
- Dueling: When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Fleet of Step
Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.
The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.
The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.
(2nd Level) Wind Jump (1 point) - You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity attacks. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.
(3rd Level) Windy Step (2 points) - You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.
(3rd Level) Winds of Clarity (3 points) - Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again.
(5th Level) Strength of the Tempest (2 points) - Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.
(7th Level) Vortex Slam (4 points) - Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a Strength saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked prone. On a success, the creature takes half damage and remain standing.
(9th Level) Mass Windy Step (5 points) - You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.
(11th Level) Invigorating Winds (6 points) - Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in combat" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the attack action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.
(13th Level) Step of the Currents (7 points) - As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the haste spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants haste. You must finish a long rest before using this feature again.
(15th Level) Wind Slash (8 points) - You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.
Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.
Spellcasting Focus: If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.
(2nd Level) Breath of Zephyr (0 points) - You can cast the gust cantrip at will
(2nd Level) Ride Like The Wind (1 point) - You can cast feather fall as a 1st-level spell.
(4th Level) Wind Strike (2 points) - You can cast gust of wind as a 2nd-level spell.
(4th Level) Shield of Zephyr (2 points) - You can cast warding wind as a 2nd-level spell.
(6th Level) Wind Barrier (3 points) - You can cast wind wall as a 3rd-level spell.
(8th Level) Partner of the Wind (4 points) - You can cast dust devil as a 4th-level spell.
(10th Level) Current Mastery (5 points) - You can cast control winds as a 5th-level spell.
(12th Level) Winds of Guidance (6 point) - You can cast commune with nature as a 5th-level spell
(14th Level) Crown of the Tempest (7 points) - You can cast investiture of wind as a 6th-level spell.
(16th Level) Rage of the Tempest (9 points) - You can cast whirlwind as a 7th-level spell.
At 3rd level, you chose a focus. Choose between blade arts, and spell arts, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 14th, and 20th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ride the Currents
As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.
Sight of the Tempest
Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.
Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll 1d20. If you roll an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.
At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds.
One with the Currents
At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the Nature or Survival skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.
Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered restrained and, if they are fully submerged and need to breathe, will begin to suffocate. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.
Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed and frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.
Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.
For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.
- Flash Strike
During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.
Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.
- Flash Step
Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Acrobatics check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.
- Blade of the Tempest
Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the attack action on your turn.
- Mastery of The Blade
Your adventure has finally allowed you to master the blade you have trained so long to use. By 14th level, you have become completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.
Additionally, When you take the attack action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions.
Surprise Attack: You can make one melee attack on the creature.
Disarm: If the creature is wielding a weapon, you can force the target to make a Strength saving throw against your spell save DC. On a failure, the weapon is thrown out of their hand onto the ground next to them.
Dirty Blow: Using underhanded tactics, you can force a creature to make a Constitution saving throw against your spell save DC. On a failure, the target has disadvantage on their next attack roll until the start of your next turn.
- Champion of The Wind
Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet.
Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain debilitating effects like being grappled, paralyzed, prone, and stunned, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of exhaustion, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.
Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards.
- Spell Arts Spells
At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts
(3rd Level) Blade Flurry(1 point) - You can cast zephyr strike as a 1st-level spell.
(3rd Level) Cloudy Cover(1 point) - You can cast fog cloud as a 1st-level spell.
(5th Level) Nature Glide(2 points) - You can cast levitate as a 2nd-level spell.
(7th Level) Solid Air(3 points) - You can cast water walk as a 3rd-level spell.
(9th Level) Gale Wings(4 points) - You can cast freedom of movement as a 4th-level spell.
(11th Level) Chaos of the Tempest(5 points) - You can cast storm sphere as a 5th-level spell.
(13th Level) Swamp Fog(6 points) - You can cast cloudkill as a 6th-level spell.
(15th Level) Zephyr Blade(7 points) - You can cast steel-wind strike as a 5th-level spell.
(17th Level) Typhoon Commander (8 points) - You can cast control weather as a 8th-level spell.
(19th Level) War of the Tempest(11 points) - You can cast storm of vengeance as a 9th-level spell.
- Nature's Warrior
Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.
- Calm Before the Storm
- Cutting Winds
At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your Wisdom modifier(minimum of 1) to the effect of the spell.
- Weapon of the Tempest
At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:
Slash: The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.
Wind Beam: The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.
Whirlwind: The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked prone.
At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls prone if they are a Large or smaller creature. On a success, they take half the damage and do not fall prone. You regain use of this feature after you finish a long rest.
Uses custom finesse weapons.
Proficiencies. When you multiclass into the wind blade class, you gain the following proficiencies: light armor, medium armor, and one weapon proficiency out of the shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, and katana.