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Wind Fury Powers

Swift, elegant, and deadly, Wind Crafters are a marvel to watch. Their movements are graceful and lovely. Their speed and agility are unmatched. Whether it is gliding across the ground, light steps barely touching the earth or soaring through the air, borne aloft by wind streams made from their furies. Wind Crafters are best appreciated when they are in motion.

In battle, Wind Crafters use this speed and grace to devastating effect. They strike fast and hard with light, swift weapons or from incredible range with bows or thrown weapons. They blast opponents from their feet with Windstreams made from their furies or use them to hurl lightning from their hands or call it from the sky above.

At their most potent, Wind Crafters can carry themselves and their friends aloft at incredible speed for hours on end, shape the weather around them to their will, and call down a terrifying barrage of lightning and fury all around them.

Play a Wind Crafter if you want a balance of Battlefield Control, Utility, and strong combat abilities.

Wind Fury Powers


LevelPowerDescription
1stAir CushionYou use your furies to keep 5 creatures from falling to their death
1stDeflecting WindCall up Winds to swiftly deflect incoming attacks.
1stEnhanced SpeedDash about the battlefield in bursts of speed.
1stFlow of BattleBecome deadly with swift and ranged weapons.
1stGustWith a shove of your hand, you use your Fury to blast air at a Large or smaller creature within 10 ft. of you.
1stSwift StrikeBlur through the battle to deliver a devastating strike to a single target.
1stWind RunningBound across the ground in long fury assisted leaps.
2ndAir PushGive a boost to thrown objects
2ndCircle of PrivacyCreate a barrier where others cannot overhear you and others.
2ndDeadly GraceMove and strike with deadly speed.
2ndGreater GustBlast enemies off their feet with powerful furies.
2ndSuperhumanoid AgilityThe winds give you a touch of their speed and grace.
2ndVeilTemporarily hide yourself from view until you attack.
3rdBorrowed SpeedYou borrow speed from the swift blowing winds.
3rdFlightCall up a whirlwind to fly you about.2
3rdHurl LightningWith the help of your fury, you create a huge discharge of lightning that shoots out from you in a line.
3rdIntermittent VeilYour fury wraps the light around you, letting you fade in and out of view.
3rdSlashing FlurryDeliver several swift slashes with an Attack Action.
3rdSuffocateKeep the air from entering a target's lungs.
3rdUpdraft WallShape your furies into a large wall of wind, protecting you from ranged attacks.
4thGreater VeilYou use your fury to bend light around you, keeping you invisible as you move about.
4thSwift ReactionThe natural agility of your Wind Furies has made you faster to react to danger.
5thStrike of the Howling WindsDash through the battlefield, bringing death to several targets.
5thSummon WhirlwindShape your furies into a sustained whirlwind that attacks and defends you.
6thCarried by the WindRide the winds with several allies for hours.
6thInternalize the WindsYou always have some of the traits of Wind Furies.
6thRampaging LightningYour furies create lightning and carry it through several targets.
6thStorm of SlashesDeliver a flurry of slashes with your off-hand.
7thSonic BoomCreate a devastating crash of sound as your furies unleash a sonic boom.
7thSwirling FuriesUSe your furies to create a huge whirlwind that you direct.
8thShape WeatherUse your furies to shape and control the weather near you.
9thStorm of FuriesCreate a huge sustained lightning storm.

Air Cushion

1st level, Crafting Type: Immediate, Manifesting Time: Reaction, which you take when you and/or up to 5 creatures you can see within 60 feet of you falls Range: 60 ft., Duration: 1 minute, Prerequisites: None Uses Per Day: 3

You use your furies to keep 5 creatures from falling to their deaths. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Air Push

2nd level, Crafting Type: Passive, Prerequisites: None

Your connection with your wind fury is so close that anytime you throw something, be it a weapon or a ball, your fury gives it a push. Any thrown item, including weapons, has double its normal range.

Borrowed Speed

3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration up to 1 minute, Prerequisites: 1 Wind Crafting Power Uses Per Day: 2

You borrow speed from the swift blowing winds. Until the power ends, you gain the following benefits:

  • Your Speed is doubled
  • You gain a +2 bonus to Armor Class
  • You have Advantage on Dexterity saving throws
  • You gain an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

Carried by the Wind

6th level, Crafting Type: Active, Manifesting Time: 1 minute, Range: 30 ft., Duration: 8 hours, Prerequisites: 3 Wind Fury Powers Uses Per Day: 1

You and up to five willing creatures of your choice within range are borne aloft by wind furies for the duration, appearing as wisps of cloud. For the duration of the power, subjects have a Fly Speed of 300 feet and can hover. Everyone under the effect of this power must stay within 20 ft. of the Crafter who manifested it.

If a target is flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.

Circle of Privacy

2nd level, Crafting Type: Active, Manifesting Time: 1 action, Range: Self, Duration: Concentration up to 10 minutes, Prerequisites: None Uses Per Day: 2

An invisible dome encompasses a 10-foot radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it.

Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.

Deadly Grace

2nd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration up to 1 hour, Prerequisites: None Uses Per Day: 2

You have advantage on Dexterity based ability checks and deal an additional 1d6 damage with light or finesse weapons.

Deflecting Wind

1st level, Crafting Type: Immediate, Manifesting Time: Reaction, Range: self, Duration: Until the start of your next turn, Prerequisites: none Uses Per Day: 3

When you are targeted for an attack by a creature you can see, you can swiftly call your Fury to your aid. As a reaction, when an attack targets you, you can add +5 to your AC until the start of your next turn.

Enhanced Speed

1st Level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 3 uses

You borrow speed from the winds to dash around the battlefield or over land. You can Dash as a Bonus Action when manifesting this power, and each turn after.

Flight

3rd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration up to 1 hour, Prerequisites: 2 other Wind Fury Powers Uses Per Day: 2

For the duration, you gain a Fly Speed of 60 feet and can hover. When the crafting ends, the target falls if it is still aloft unless it can stop the fall.

Flow of Battle

1st level, Crafting Type: Passive, Prerequisites: None

You gain one of the following Fighting Style Feats: Two-Weapon Fighting, Archery, Duelist, or Throwing.

Greater Gust

2nd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, 1 minute, Prerequisites: None Uses Per Day: 2

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor and extinguishes candles and similar unprotected flames in the area. It also causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you

Greater Veil

4th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration 1 Minute, Prerequisites: 2 Wind Fury Powers, Uses Per Day: 2

You use your fury to bend light around you, keeping you invisible as you move about. You have the Invisible condition until the power ends.

Gust

1st level, Crafting Type: Immediate, Manifesting Time: Bonus Action, Range: Self, Duration: Instantaneous, Prerequisites: None Uses Per Day: 3

With a shove of your hand, you use your Fury to blast air at a Large or smaller creature within 10 ft. of you. The Creature must make a Strength saving throw or be pushed 10 ft. away.

Hurl Lightning

3rd level, Crafting Type: Immediate, Manifesting Time: 1 action, Range: 120 ft., Duration: Instantaneous, Prerequisites: 1 Wind Fury Power Uses Per Day: 2

With the help of your fury, you create a huge discharge of lightning that shoots out from you in a 120 ft. long, 5 ft. wide line. Each creature in that line must make a Dexterity Saving Throw or take 8d6 lightning damage. They only take half damage on a successful save.

Intermittent Veil

3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: 1 minute, Prerequisites: 1 Wind Fury Power Uses Per Day: 2

Your fury wraps the light around you, letting you fade in and out of view. Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from sight behind a crafted veil. At the start of your next turn, you reappear within 10 feet of the space you left.

Internalize the Winds

6th Level, Crafting Type: Passive, Range: Self, Prerequisites: 3 Wind Fury Powers

Wind always whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Rampaging Lightning

6th level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 150 ft., Duration: Instantaneous, Prerequisites: 3 Wind Fury Powers Uses Per Day: 1

Your furies create lightning and carry it through several targets. You launch a lightning bolt toward a target you can see within range. Three bolts, then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target.

A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.

Shape Weather

8th level, Crafting Type: Active, Manifesting Time: 10 minutes, Range: 1 mile, Duration: Concentration up to 8 hours, Prerequisites: 4 Wind Fury Powers Uses Per Day: 1

Your control and connection to Wind Furies gives you unparalleled ability to shape the weather. You take control of the weather within 1 mile of you for the duration. You must be outdoors to use this power, and it ends early if you go indoors. When you manifest this power, you change the current weather conditions, which are determined by the DM.

You can change precipitation, temperature, and wind. It takes 1d4x10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the crafting ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Weather Changes

Precipitation


Stage|Condition


1| Clear


2| Light Clouds


3| Overcast or ground fog


4| Rain, Hail, or Snow


5| Torrential Rain, Driving Hail, or Blizzard


Temperature


Stage| Condition


1|Heat Wave


2|Hot


3|Warm


4| Cool


5| Cold


6| Freezing


Wind


Stage| Condition


1| Calm


2| Moderate Wind


3| Strong Wind


4| Gale


5| Storm


6| Hurricane





 

Slashing Flurry

3rd level, Crafting Type: Passive, Range: Self, Prerequisites: 2 Wind Fury Power

You have internalized the speed of your Wind Fury, allowing you to attack with greater speed. When you take the Attack action, you can make two attacks instead of one. You must be wielding a Light or Finesse weapon to use this power.

Sonic Boom

7th level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Self, Duration: Instantaneous, Prerequisites: 3 Wind Fury Powers Uses Per Day: 1

You slam your hands together, and your fury slams air together in front of you, creating a shatteringly loud clap of thunder. All creatures in a 60 ft. cone take 10d10 thunder damage and become deafened permanently and stunned for 1 minute. Creatures in the area can make a Constitution Saving Throw; on a success, they take half damage and do not become deafened or stunned.

Storm of Furies

9th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 500 ft., Duration: Concentration up to 1 minute, Prerequisites: 4 Wind Fury Powers Uses Per Day: 1

Your connection with your fury and all the furies of the Winds is unparalleled. With their help, you can call up a devastating lightning storm. A storm cloud appears at a point within range. It has a 100 ft. radius. As a Bonus Action, you can move the cloud 50 ft.

Each turn, including the one when you Manifest this power, you can call down 5 lightning bolts in the area of the storm. Each bolt strikes the ground and deals 10d6 Lightning Damage to all creatures in a 10 ft. radius. Any creature in the area of a strike can make a Dexterity Saving Throw for half damage. You may only target a specific area once per turn.

Storm of Slashes

6th level, Crafting Type: Passive, Range: Self, Prerequisites: Slashing Flurry, Fighting Style: Two Weapon Fighting

Your speed and grace in battle are terrible to behold. When you Attack with your offhand, you can make two attacks rather than one. You must be wielding a Light or Finesse weapon to use this power.

Strike of the Howling Winds

5th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 60 feet, Duration: Instantaneous, Prerequisites: 2 Wind Fury Powers, Uses Per Day: 2

You flourish a weapon in your hand and call on all the speed you can muster. You vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee Fury Crafting attack against each target. On a hit, a target takes 6d10 force damage. You end this power adjacent to your final target.

Suffocate

3rd level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 60 feet, Duration: Instantaneous, Prerequisites: 2 Wind Crafting Powers, Uses Per Day: 2

You use your furies to stop air from entering the lungs of one creature in range. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can't speak. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying.

A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Summon Whirlwind

5th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 120 ft., Duration: Concentration up to 1 minute, Prerequisites: 2 Wind Fury Powers Uses Per Day: 2

You create a Large whirlwind of moving air in an unoccupied space that you can see within range. The whirlwind lasts for the duration, and it moves at your command. The whirlwind is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the manifestation ends. The whirlwind doesn't occupy its space.

When you manifest the power and as a Bonus Action on your later turns, you can move the whirlwind up to 60 feet and then cause one of the following effects:

Overrun: The Whirlwind strikes a target within 5 feet of it. Make a melee fury attack. On a hit, the target takes 5d8 Force damage. Forceful Winds: The Whirlwind attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your Fury Crafting ability modifier. The Whirlwind moves with the target, remaining within 5 feet of it.

Grasping Winds: The whirlwind attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled and Restrained condition, with an escape DC equal to your spell save DC. While the Whirlwind grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your Fury Crafting ability modifier.

Interposing Whirlwind: The Whirlwind grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.

Superhumanoid Agility

2nd level, Crafting Type: Passive, Range: Self, Prerequisites: None

You have learned to borrow agility and grace from the winds. It is now something you do constantly, without thinking. You gain Proficiency in the Acrobatics Skill and proficiency in Dexterity saving throws and your base speed increases by 10ft. If you are already proficient in Acrobatics checks, you gain expertise in the skill.

Swift Reaction

4th level, Crafting Type: Passive, Prerequisites: 2 Wind Fury Powers

Your time spent connected to the furies of the winds has left you faster to react to danger than others. You have advantage on Dexterity Saves and Intiative rolls. Additionally, you can act in the Surprise round even if you are Surprised, as long as you are not incapacitated.

Swift Strike

1st level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 3

You move with the help of the wind. Until the power ends, your movement doesn't provoke opportunity attacks. Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Swirling Furies

7th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 300 feet, Duration: Concentration, up to 1 minute, Prerequisites: 3 Wind Fury Powers, Uses Per Day: 1

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

A restrained creature moves with the whirlwind and falls when the power ends unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your Fury Crafting save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Updraft Wall

3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 120 ft., Duration: Concentration up to 1 minute, Prerequisites: 1 Wind Fury Power Uses Per Day: 2

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines and similar projectiles are unaffected.

Veil

2nd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration up to 1 hour, Prerequisites: None Uses Per Day: 2

You use your Wind Fury to bend the light around you. You have the Invisible condition until the spell ends. The spell ends early if you take the Attack action.

Wind Running

1st level, Crafting Type: Active, Manifesting Time: Bonus Action, Range: Self, Duration: 1 minute, Prerequisites: None Uses Per Day: 3

You use your Wind Fury to launch yourself into the air. Once on each of your turns, you can jump up to 30 feet by spending 10 feet of movement.


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