Martial Archetype

In the lands of Kamalasa, the Gods hold domain over the world, with the Gods who reign over Life holding special sway among mortal species. While many worship Sola, the Sunmother or Ultor, the Rainbringer, few willingly remember Borea, the Breath-Giver, Goddess of the Winds, and the Lady of War. Those who fight in her name revel in battle, weilding her winds with expert skill.

The Wind Knights

Unlike the Paladin Orders or Monasteries of Kamalasa, there are no organized sect of warriors who fight in Borea's name. Her chosen come from the smallest villages and most exalted dynasties alike. Those who bear her blessing are not taught their craft, they learn it in the way Borea truly intended, in war and death.

It is easy to spot such a warrior of Borea in combat. The winds swirl around them as they swiftly move through the battlefield. With unnatural reach, they slice apart their enemies. And with unmmatched speed, they strike a thousand and one times. And when their enemies fall, Borea sits in her palace in the Plane of Air and salutes the fallen.

Air Cutter

When you choose this archetype at 3rd level, you

learn to channel the winds around the blade of your weapon. You can use your bonus action to extend the reach of your melee weapon by 5 feet, provided that the weapon deals slashing damage.

Cloak of the Wind

You pull the winds of Borea around you, to guide your way in this world of unending war.

At 3rd level, you know the Gust cantrip. Your DC for the saving throw is equal to 8 + your Proficiency Bonus + your Constitution Modifier. In addition, you can cast the Feather Fall spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.

Wind Stride

At 7th level, the winds push you to the front of battle, to crush your opponents with unrelenting might.

Difficult terrain, based on winds, does not cost extra movement. Your movement speed also increases by 10 feet. You can also cast the Misty Step spell up to an amount of times equal to half your Constitution modifier rounded up with this trait, and you regain the ability to cast it this way when you finish a long rest.

Squall's Form

At 10th level, you learn to make yourself one with the wind. As an action, you can cast Gaseous Form on yourself. You can do this once per long rest. Your Gaseous Form has a flight speed of 20 feet.

Roaring Wall

At 15th level, your winds curl around you to block attacks from every direction. Attacks made with projectiles aimed towards you must be made at disadvantage. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) When you are hit by a melee attack, you can use your reaction to cast the Gust cantrip at the attacker.

Additional Action Surge:

At 18th level, your mastery over the air allows you to move your body faster for a turn. You can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again. This feature can be used alongside the Action Surge feature.

Credits Thanks to Ashley, Ryan, Harry, Thornfoot, Crimson Moon and everyone else. Also thanks to Homebrewery for being the bomb. Thanks to Wizards for making a great game.