Windcrasher (5e Subclass)
From D&D Wiki
This subclass is the beginning of a set of elemental Subclasses that aim to give you full control over an element and its damage type. These classes will have some of utility, support, transformation(changing your stats to better suit a situation), and damage, but each element will only specialize in one. In this case, Windcrasher specializes in damage, as the winds themselves are unchanging, but still strong enoough to knock a man down to the ground.
- Windcrasher Extended Spell List
The winds give you a small taste of their power.
|1st||burning hands*, chromatic orb|
|2nd||flaming sphere*, scorching ray|
|3rd||fireball*, gaseous form|
|4th||ice storm*, conjure minor elementals†|
|5th||conjure elemental‡, cone of cold*|
* Unless you gain these spells from another source, the spell channels lightning instead of fire, dealing lightning damage instead of fire damage. If the spell deals ice damage, it instead deals force damage.
† Unless you gain this spell from another source, you can summon only smoke mephits,(MM) ice mephits, or dust mephits with it.
‡ Unless you gain this spell from another source, you can summon only air elementals with it.
- Bonus Cantrip
When you choose this patron at 1st level, you can select the shocking grasp cantrip in place of one Warlock cantrip you can learn. This counts as a Warlock cantrip, and uses Charisma as its spell ability.
- Wind Soul
At 1st level, you already feel the energy of the winds coming forth. You gain 10ft movement speed, and can take an bonus action to swirl your lower body into a whirlwind, ignoring difficult terrain for 1 round per level. If you are knocked prone, you lose this effect. You can't use this feature again until you complete a short or long rest.
- Wind Form
At 6th level, you begin to really feel the power of the winds. You can now spend an action to emulate the elemental's power. When you cast a spell that deals force or lightning, you can choose to forgo one die of damage(If it only deals one die of damage, you cannot use this effect) to have the target make a Dexterity save equal to the spell's DC, or be blown back 5 feet per spell level(if a spell-like ability, it counts as 2nd level unless otherwise specified). This effect last for a round per level, and you must complete a short or long rest before you can use it again.
- True Wind Form
You can now truly feel the energy of the winds. At 10th level, you can assume the form of an Air Elemental one size larger than your character. You cannot use spell-like abilities, or your Mystic Arcanum, but you automatically are under the effects or Wind Beneath Your Legs and Wind Form. Your ability scores(barring Charisma), saving throws, AC, HP, immunities, resistances, speed, and attacks are replaced by the elemental's. If your elemental form is knocked down to 0 hp, you revert to your normal form, taking half your max HP as damage. This form lasts as long as you wish, but after six hours, and every three after that, you gain a level of exhaustion, and cannot use this ability until you remove this exhaustion. Using Wind Form or Wind Beneath Your Legs while having this exhaustion(or exhaustion from any other source) has a chance to have the ability fail and increase your exhaustion by one(50/50 chance). When you revert, you cannot use this ability until you finish a long rest.
- Wrath of the Trade Winds
At 14th level, enemies with immunity to lightning or force count only as having resistance against your lightning or force spells. As an action, you can summon extremely strong winds to knock someone to the ground with a giant fist-shaped gust of wind. The target must make a Dexterity save, taking 10d8 force damage and being knocked prone for two rounds, while talking half as much and not being prone at all of a successful one. If this kills an enemy, the body(all non-magical equipment and items are crushed and cannot be used for their intended purpose) is crushed beyond repair. You must take a long rest before you can use this again.