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Wind Reaver

Wind Reaver

You are the cutting breeze that severs before it’s felt, the unseen pressure that reshapes the battlefield. As a Wind Reaver, you have learned to harness air as a martial medium—using wind not as a spell or element, but as an extension of your body and blade.   Where others seek brute force or explosive speed, you rely on movement, precision, and control. You weave between enemies, extend your strikes through air, and shape combat like a flowing current—always one step ahead, always just out of reach.  

Blade of Air

At 2nd level, you learn to manipulate wind in harmony with your weapon.
  • Once per turn, when you make a weapon attack, you may extend its reach by 10 feet. If this attack hits, it deals extra slashing damage equal to your proficiency bonus.
  • Enemies damaged by this extended attack are pushed 5 feet in a direction of your choice if they fail a Strength saving throw.
  • You gain resistance to falling damage, and you may reduce any fall damage you take by an amount equal to 5 × your Warrior level.
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    Aerokinetic Techniques

    Also at 2nd level, you gain access to Wind Reaver Battle Techniques, fueled by Vitality Points. These represent techniques that manipulate air pressure, create slashes at range, redirect motion, and manipulate space.   You learn two at this level and gain more as you level.  

    Skystep

    At 7th level, you can move with almost supernatural lightness.
  • You may move through non-magical difficult terrain without penalty and move across liquid or unstable surfaces (like thin branches, ropes, or snow) without falling, as long as you end your turn on solid ground.
  • You gain a flying speed equal to your walking speed during your turn, but only while you are not wearing heavy armor and as long as you end your turn on the ground. If you're still airborne at the end of your turn, you gently descend 10 feet instead of falling.
  • Opportunity attacks against you are made with disadvantage if you moved at least 10 feet on your turn.
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    Vacuum Control

    At 10th level, you learn to sculpt air pressure into tactical tools.   When you hit a creature with a weapon attack, you can spend a reaction to create a vacuum wave:
  • Push or pull the creature 10 feet in any direction (no save), or
  • Redirect the attack to hit a second creature within 5 feet of the first for half damage
  •   When a creature misses you with an attack, you may spend 1 Vitality Point to move 10 feet without provoking opportunity attacks, leaving a burst of wind in your place. Creatures adjacent to your original location must make a Strength saving throw or be knocked prone.  

    Wounding Currents

    At 15th level, the pressure of your movements begins to leave residual cuts in the air.
  • Once per turn, after you move at least 15 feet, you may cause any creature within 5 feet of the space you left to take 2d6 slashing damage.
  • Creatures that are pushed, pulled, or repositioned by your features or techniques take an additional 1d6 slashing damage.
  • You may now use two reactions per round, but only one per turn.
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    Eye of the Storm

    At 18th level, you become a martial tempest—untouchable, omnipresent, and deadly.   As a bonus action, enter the Eye of the Storm for 1 minute (once per long rest):
  • You gain a fly speed equal to twice your walking speed, and may hover
  • You can move through other creatures’ spaces as if they were difficult terrain
  • When you end your movement within 5 feet of any creature, it must make a Dex save or take 3d10 slashing damage
  • You may use your Signature Move once during this state without expending Vitality Points or an action
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    Signature Move: Crescent Shear

    At 3rd level, you gain the Signature Move Crescent Shear.   As an action, you unleash a sweeping wave of wind in a crescent arc.
  • Choose a 60-foot line that is 5 feet wide or a 30-foot cone.
  • Each creature in the area must make a Dexterity saving throw.
  • On a failed save, they take 5d6 slashing damage and are pushed 15 feet in a direction of your choice.
  • On a success, they take half damage and are not moved.
  •   Usable once per short rest, or by spending 3 Vitality Points.  

    Crescent Shear Upgrade I

    At 10th level, the shear can curve midair.
  • You may redirect the area’s path mid-way around corners or terrain (up to 90 degrees total).
  • Additionally, any creature that fails the save and hits a surface takes an additional 2d6 bludgeoning damage.
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    Crescent Shear Upgrade II

    At 18th level, the attack becomes a cutting storm.
  • All creatures who fail the save are also blinded until the end of your next turn
  • The wind remains for 1 round, making the area heavily obscured and difficult terrain
  • You may use this version without consuming your Signature Move use once per long rest
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    Mastery Combo: Divine Gale

  • Trigger: Two Combo Finishers used and 6 combo steps accumulated in one combat.
  •   You become the wind incarnate.
  • For the next two rounds, you may take two movement phases per turn (before and after your action), each with full speed.
  • Each time you pass within 5 feet of a creature, you may deal 2d10 slashing damage to it as a free action.
  • You gain advantage on all Dexterity saving throws and your attacks ignore resistance to slashing damage.
  • At the end of this effect, choose up to 3 creatures you damaged during the duration—they must make a Constitution saving throw or be stunned until the end of their next turn.
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    Battle Techniques

    Gale Step

  • Cost: 1 Vitality Point
  • Move up to 30 feet in any direction, including vertically.
  • This movement does not provoke opportunity attacks
  • If you pass through an enemy’s space, they take 1d6 slashing damage
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    Air Rend

  • Cost: 2 Vitality Points
  • Create a long-distance slice.
  • Make a melee weapon attack against a creature within 30 feet
  • On a hit, deal weapon damage + 2d8 slashing, and reduce the target’s AC by 1 until the end of your next turn
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    Pressure Ring

  • Cost: 2 Vitality Points
  • Create a swirling ring of wind around yourself (10-ft radius) that lasts 1 round.
  • Creatures that enter or start their turn in the ring take 2d6 slashing damage
  • Enemies inside the ring treat it as difficult terrain and have disadvantage on opportunity attacks
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    Cyclone Pull

  • Cost: 2 Vitality Points
  • Target a creature within 20 feet.
  • The creature must make a Strength save or be pulled to a space adjacent to you and take 2d10 slashing damage
  • If it collides with another creature or object, both take an additional 1d6
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    Windgrasp Deflection

  • Cost: 1 Vitality Point
  • Use your reaction to catch a ranged weapon or projectile in a miniature vortex.
  • Make a Dexterity saving throw (DC equals the attack roll).
  • On a success, the attack misses, and you may redirect it to another creature within 30 feet (make an attack roll using your own weapon’s attack bonus)
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    Combos

    Airborne Execution

  • Trigger: Use Gale Step and hit a creature from above
  • Effect: The attack is a critical hit if the target is unaware of your position or movement path
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    Whirling Isolation

  • Trigger: Use Pressure Ring and cause a creature to move into or out of it
  • Effect: You gain 1 Vitality Point and may use Cyclone Pull as a bonus action this turn
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    Breath of Cutting

  • Trigger: Hit three different targets with weapon attacks in a single turn
  • Effect: Gain temporary HP equal to your Warrior level and your next slashing attack ignores resistances
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    Combo Finishers

    Spiral Edge

  • Trigger: After Airborne Execution and one other combo
  • Effect: You leap into the air and unleash a spinning slash.
  • Make a single weapon attack. If it hits, deal maximum weapon damage + 3d6 slashing
  • You may then move up to 30 feet without provoking opportunity attacks
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    Gale Prison

  • Trigger: After Whirling Isolation and one other combo
  • Effect: Trap a creature in a prison of rotating air.
  • The target must make a Con save or be restrained and deafened for 1 minute (repeat save at end of turn)
  • While inside the prison, they are immune to damage but cannot take actions except to attempt escape

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