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WINDTALKER PROGRESSION
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LEVELAbilityNameAbilityCooldownAbility EffectWeapon Path ModifierPassiveNameEffect
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1Steel TempestOnce per TurnThrusts forward, dealing 1d10+DexterityModifier piercing weapon damage.

Applies Gaping Wounds for 2 turns. Generates 1 Gathering Storm Charge.

Gaping Wounds: Attacks against this creature deal an additional 2 Piercing damage. Removed by healing.

Cost: 1 Action Point
Weapon Damage and TypeAcolyte's FocusYou have total control of your mental. You have Advantage on Saving Throws against being Charmed, and magic can't put you to Sleep.
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Steel ThrustOnce per TurnThrusts forward, dealing 1d8+DexterityModifier piercing weapon damage.

Cost: 1 Bonus Action Point
Weapon Damage-2 and TypeWindtalkerTraining your mind has calmed your emotions. You can never be Surprised.
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Storm UnleashedOnce per TurnCall upon the power of the wind and push enemies back.

Enemies will have to make a STR save, failing that will deal 1d10+DexterityModifier+2 slashing damage and apply a Stun and Gaping Wounds for 2 turns. Also applies Off Balance for 1 turn.

Gaping Wounds: Attacks against this creature deal an additional 2 Piercing damage. Removed by healing.

Stun: Creature cannot do any actions for this turn.

Off Balance: The affected entity has Disadvantage on Strength and Dexterity Checks, and Attack Rolls against it have Advantage.



Cost: 1 Action Point, 2 Gathering Storm Charges
Weapon Damage+2 and TypeWindstepYou walk like the wind. Difficult Terrain can't slow you down.
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2Sweeping BladeOnce per TurnDashes towards target enemy, dealing Player Weapon Damage and Damage Type.

Cost: 1 Action Point
WindwallUse a Gathering Storm Charge to reduce the damage from a ranged weapon attack by 1d10+ your Dexterity Modifier + your level.

If the damage is reduced to 0, you regain a Gathering Storm Charge. You can use the charge to Deflect the missile.
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3True StrikeOnce per TurnMark an enemy to gain Advantage on your next Attack Roll on this target.

Cost: 1 Action Point
Mage BreakerYou have a history of battling spellcasters. You gain Proficiency in Arcana and can cast True Strike.
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4Savage AttackerWhen making a melee weapon attack, you roll your damage dice twice and use the highest result.
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5Extra AttackCan make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
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Swift HitterYour weapon hits hard enough to send your target Reeling for 1 turn. Can stack to extend duration.

Reeling creatures have -1 penalty to Attack Rolls for every turn remaining.
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6Last BreathOnce per CombatYou grant your enemies a final sigh of relief. Smite them with a thunderous blow to the head, dealing 1d10+max(DexterityModifier,StrengthModifier)+4 weapon damage and an additional 3d6 Thunder damage.

Applies Way of the Wanderer.

Way of the Wanderer: You are now in the Flow State. Flow State grants you a temporary health shield equal to your Dexterity Modifier and level. You are immune to Force, Lightning and Thunder for 10 turns.

Cost: 1 Action Point, 1 Bonus Action Point
Weapon Damage+4 and Type
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7Wind WalkOnce per turn when you kill an enemy, vanish into the wind to become Invisible for 1 turn.
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8Windtalker's GritWhen you're on 50% hit points or less, you have an additional bonus action.
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10AscendOnce per Long RestCall upon the fury of the storms to boost your power.

While Ascended, you are stronger, and you deal extra damage with melee and improvised weapons, and when throwing objects.

You have Resistance to physical damage, and Advantage on Strength Checks and Saving Throws.

Cost: 1 Action Point, 50% of Current Health
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Ascendant SteelThrusts forward with the power of the storms, dealing 2d8+DexterityModifier piercing weapon damage.

Applies Gaping Wounds for 4 turns.

Gaping Wounds: Attacks against this creature deal an additional 2 Piercing damage. Removed by healing.

Needs to be in Ascended State to use.

Cost: 1 Action Point
Weapon Damage+2 and Type
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Ascendant FuryOnce per TurnYou bend the storms will into your hands. Conjure a storm and push enemies back.

Enemies will have to make a STR save, failing that will deal 2d8+DexterityModifier+1 slashing damage and apply a Stun for 2 turns and Gaping Wounds for 4 turns. Also applies Off Balance and Bleeding for 1 turn.

Gaping Wounds: Attacks against this creature deal an additional 2 Piercing damage. Removed by healing.

Stun: Creature cannot do any actions for this turn.

Off Balance: The affected entity has Disadvantage on Strength and Dexterity Checks, and Attack Rolls against it have Advantage.

Bleeding: Takes 2 Slashing damage at the start of each turn and has Disadvantage on Constitution Saving Throws.


Needs to be in Ascended State to use.

Cost: 1 Action Point
Weapon Damage+4 and Type
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Wrathful BladeOnce per TurnRushes to a target location or enemy, dealing Player Weapon Damage+4 and Damage Type to all enemies along its path.

Needs to be in Ascended State to use.

Cost: 1 Action Point
Weapon Damage+3 and Type
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Idyllic RuinOnce per CombatCast final judgement on your enemies with the power of the raging winds, dealing 2d10+max(DexterityModifier,StrengthModifier) Slashing damage and an additional 4d6 Thunder damage.
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Applies Wind God's Respite.

Wind God's Respite: You apply a protection spell on your body that prevents you from dying. After reaching fatal health, consume the spell and become invulnerable but unable to heal for 2 turns.

Needs to be in Ascended State to use.


Cost: 1 Action Point
Weapon Damage+6 and Type
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11The Wind CutsThe wind grands your blade double cutting power. Advantage on Attack Rolls against Bleeding creatures.
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12Brutal CriticalYou've trained to strike swift and true. When you land a Critical Hit, you roll an extra damage die as well as the normal additional critical dice.
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