Winds of Life (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Wind Healer[edit]

<!-Introduction Leader->[edit]

Creating a Wind Healer[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Wind Healer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Wind Healer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wind Healer level after 1st

Proficiencies

Armor: Light armor and shields
Weapons: Simple weapons, Martial Ranged weapons
Tools: Herbalism kit, Healer's kit, Alchemist's supplies
Saving Throws: Wisdom, Constitution
Skills: 3 of Medicine, Animal Handling, Persuasion, Perception, Insight, Investigation, Nature, and Survival

Equipment

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

  • (a) Longbow and 20 arrows or (b) Light Crossbow and 20 bolts
  • (a) Two hand axes or (b) any simple melee weapon
  • (a) Explorer's pack or (b) Priest's pack
  • Leather armor and a shield
  • If you are using starting wealth, you have 10d6 in funds.

Table: The Wind Healer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Winds of Rebirth 2
2nd +2 Sky Pact, Breath of Fresh Air, Gift of Life 3
3rd +2 Curing Breezes, Storm Bird 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

Winds of Rebirth[edit]

At 1st level, when you die, you instead turn to a gust if wind and an egg 3 ft wide appears where you had died. You emerge from the egg next week in peak form without any of your equipment or clothing. If this egg is destroyed, you die. The egg has hit points equal to half of your maximum health, rounded up, and an AC of 18.


Spellcasting[edit]

You may pick spells and cantrips from the Wind Healer Spell list, which is listed at the bottom.

Cantrips

At 1st level, you know three Cantrips of your choice from the Wind Healer spell list. You learn an additional Wind Healer cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Wind Healer table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these Wind Healer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Wind Healer spells that are available for you to cast, choosing from the Wind Healer spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Wind Healer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Wind Healer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Wind Healer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Wisdom is your spellcasting ability for your Spells, since the power of your magic relies on your ability to project your will of fire and heat into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC and spellcasting attack modifier for a Wind Healer spell you cast. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Wind Healer Spells.

Sky Pact[edit]

At second level, you chose a Sky Pact. Choose between Healing Gusts, Fast Winds, and Raging Hurricane detailed at the end of the class description. Your choice grants you features at level 2 and again at 5, 9, 14, and 19.

Breath of Fresh Air[edit]

At 2nd level, whenever the Wind Healer casts a spell that cures hit point damage or gives temporary hit points, they add their Charisma modifier to the amount healed (minimum of 1). For instance, if a 1st level healer with 18 Wisdom and 16 Charisma, casts cure wounds, they cure 1d8+4 points of damage normal, plus an additional 3 points of damage due to their Charisma bonus. This bonus applies only to spells that you cast as a healer, not to those that you may have by virtue of levels in another class.

Gift of Life[edit]

Beginning at 2nd level, a Wind Healer can use an action to expend one use of a Healer’s Kit to tend to a creature and restore 1d6 + Wind Healer level hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can not regain hit points from this feature again until it finishes a short or long rest. Wind Healer’s also have double proficiency on Medicine skill checks, if already proficient. If the Wind Healer does not have proficiency in Medicine, they get it from this feature. In addition, whenever the Wind Healer uses a Healer’s Kit on a creature, they can be stabilized and return to 1 hit point, this can only occur to the same creature once after the end of a short or long rest.

Curing Breezes[edit]

Starting at 3rd level, a Wind Healer’s mere touch can heal ailments. When you cast any spell with a range of touch from the Wind Healer Spellcasting feature, in addition to what it normally does when cast, removes 1 effect causing any of the following conditions: blinded, deafened, diseased, frightened, paralyzed, or poisoned.

Storm Bird[edit]

At level 3 you have are gifted by the sky with an avian companion. A small hawk surrounded by a light breeze appears within a 5 ft free space around you, if none are free it perches on your shoulder. While perched on your shoulder, you gain the benefits of its features. If was to die or vanish you must wait until the next sunrise to summon it back and replaces your familiar (if you have one) whenever summoned.

The Storm bird shares its stats with the Wind Healer.

Size Small

HP - Half of the Wind Healer's maximum HP. Armor Class 11 + DEX

Speed 10 ft., 40 ft. flying

Saving Throws CON, Wis

Proficiencies Nature, Survival, Perception

Immunities Lightning, Diseases, Charm

Resistances Force, Piercing

Senses Darkvision, 60ft

Language Understands Common, Primordial (Auran) but cannot speak. It can communicate telepathically with the Wind Healer within 150 ft.

Keen Sight Advantage on Wisdom (Perception) checks relying on sight.

Wind Aura Whenever a creature within 5 feet of the Storm Bird hits it with a melee attack, the attacker takes 1d8 force damage. At 10th, the damage increases to 2d8, and again at 15th to 2d10.

Force Magic Resistance The phoenix has advantage on saving throws against Force and Melee-based spells and other magical effects.

Magic Weapon The Storm Bird's claws are regarded as magical for the purpose of bypassing resistances and immunities.

COMBAT; The Storm Bird takes its turn immediately after the Wind Healer. If the Wind Healer is in egg form or unconscious, the Wind Healer disappears, and cannot be resummoned until sunrise.

Swipe Melee Weapon Attack. + DEX to hit, 5ft, one target. Hit: 2d4 slashing, 1d6 Force damage.

Wind Spears Spell Attack. 60ft, One-two targets. The Storm Bird summons two spears of rushing wind, and launches it towards its enemies. Targets make a Dexterity saving throw. On a failed save, target takes 1d6 force damage each, and half as much on a successful save. Additionally, on a failed save, a small tornado swirls around the target, the target can move for only 10 ft. less that it's original speed for 3 rounds. Spell DC: 8 + Proficiency + Wis

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.

One with the sky[edit]

At 5th level you and the wind become one body, moving through harsh winds does not count as difficult terrain for you. At 8th level you gain a flight speed of 30 ft. At 14th level you gain resistance to force damage and only need to consume air instead of needing to eat a meal.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

<!-Cantrip list-> Guidance, Gust, Light, Mage Hand, Message, Prestidigitation, Resistance, Shocking Grasp, Spare the Dying, Thaumaturgy, Thunderclap

1st Level

<!-1st level spell list-> Alarm, Animal Friendship, Beast Bond, Bless, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Dissonant Whispers, False Life, Feather Fall, Find Familiar, Fog Cloud, Goodberry, Healing Word, Heroism, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield, Shield of Faith, Speak with Animals, Thunderwave,

2nd Level

<!-2nd level spell list-> Aid, Animal Messenger, Beast Sense, Blur, Calm Emotions, Dust Devil, Enhance Ability, Find Steed, Gust of Wind, Healing Spirit, Knock, Lesser Restoration, Levitate, Misty Step, Pass without Trace, Prayer of Healing, Protection from Poison, Shatter, Spiritual Weapon, Warding Wind, Zone of Truth

3rd Level

<!-3rd level spell list-> Aura of Vitality, Beacon of Hope, Blink, Call Lightning, Counterspell, Create Food and Water, Dispel Magic, Feign Death, Fly, Gaseous Form, Haste, Lightning Arrow, Lightning Bolt, Mass Healing Word, Phantom Steed, Protection from Energy, Remove Curse, Revivify, Sending, Thunder Step, Tongues, Wind Wall

4th Level

<!-4th level spell list-> Aura of Life, Aura of Purity, Conjure Minor Elementals (Wind Only), Dimension Door, Find Greater Steed, Freedom of Movement, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere, Storm Sphere,

5th Level

<!-5th level spell list-> Antilife Shell, Awaken, Bigby's Hand, Commune, Conjure Elemental (Wind Only), Contagion, Dispel Evil and Good, Far Step, Greater Restoration, Maelstrom, Mass Cure Wounds, Reincarnate, Skill Empowerment, Steel Wind Strike, Swift Quiver, Wall of Force,

6th Level

<!-6th level spell list-> Chain Lightning, Contingency, Create Undead, Find the Path, Globe of Invulnerability, Guards and Wards, Heal, Heroes' Feast, Investiture of Wind, Planar Ally (Celestial or Wind Primordial), Primordial Ward, True Seeing, Wind Walk, Word of Recall

7th Level

<!-7th level spell list-> Conjure Celestial, Divine Word, Etherealness, Forcecage (Made of Wind), Mordenkainen's Sword, Plane Shift, Regenerate, Resurrection, Sequester, Teleport, Temple of the Gods, Whirlwind

8th Level

<!-8th level spell list-> Antimagic Field, Control Weather, Holy Aura, Mind Blank, Power Word Stun, Telepathy,

9th Level

<!-9th level spell list-> Foresight, Gate, Imprisonment, Mass Heal, Power Word Heal, True Resurrection

Other Spells

You can take any other spells as long as they are support and/or wind based

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Wind Healer class, you must meet these prerequisites: Wiz 16, Cha 13

Proficiencies. When you multiclass into the Wind Healer class, you gain the following proficiencies: Medicine, Perception

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: