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Cantaloops

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cantaloops

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About this mod

Introduces the Windtalker class, an agile swordsman who wields the power of the wind itself to decimate his opponents.

Requirements
Permissions and credits
Official transition to Larian Mod Manager might take a lot longer but if you want to do it yourself you are welcome.
Just give me proper credit. *wink*
Death is like the wind—always by my side.

Windtalkers are born with the magical ability to manipulate wind and air currents, giving them the capacity to create air-based shields, and wind-techniques in combat to a certain extent. Imbuing such powers into magical relics like their trusty Windblades, Windtalkers are capable of phenomenal destructive forces such as creating tornadoes and hurricanes with a stroke of their blades.
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Class Intro
This mod introduces the Windtalker class, a wind-based fighter heavily inspired by Wind benders in the Avatar: The Last Airbender and Yasuo, from League of Legends. The class features 12 spells and a few passives from the base game, reworked and rebalanced to fit the Windtalker gameplay.

Class Overview
The Windtalker class is a frontline fighter that specializes in dodging and deflecting incoming damage with its high Dexterity and mobility. Windtalker spells are short-ranged and requires the windtalker to be up close and personal with the opponent. Windtalkers can also be utilized as a flanker or backline disabler with its AoE crowd control.

Hit Points
Base Hit Points: 12
Hit Points Per Level: 6

Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Finesse Weapons, Versatile Weapons, Martial Weapons, Longswords
Saving Throws: Strength, Dexterity
Skills: Athletics, Acrobatics, Insight

Equipment
- 
Windblade (Katana Variant)
- Barbarian Armor

Class Resource
The Windtalker class uses a unique resource called Rising Storm. It is used to power certain spells, which is helpful in combat and open world traversal. The maximum charges of Gathering Storm is 2 and replenishes every Long Rest. However, unlike traditional action resources, Rising Storm resets every combat start but can be regained by a successful hit of Windstrike. Rising Storm charges are the same for all levels.

Class Progression
You can now MULTICLASS!
The Windtalker class now only supports one path, Ability Path. If you prefer the other path, you can find it in older versions (No Multiclassing). 

Level 1
Windtalkers gain 3 Passives on their first level and an Action Resource called Rising Storm. You also gain 2 Weapon actions.

Passive 1: Windtalker's Initiative
- If you have Rising Storm charges and combat starts, you expend them to increase your initiative. You also cannot be Surprised.

Passive 2: Windstep
- You walk like the wind. Difficult terrain doesn't affect you.

Passive 3: Windtalker's Blessing
- You gain advantage on Saving Throws (Dexterity, Strength) and magic can't put you to sleep.

Weapon Action 1: Windstrike
- Cost: 1 Action Point
- Thrusts forward dealing Weapon Damage + 1d4 Force Damage. On a successful hit, gain Rising Storm.

Weapon Action 2: Steel Thrust
- Cost: 1 Bonus Action Point
- Thrusts forward dealing Piercing weapon damage.


Level 2
Windtalkers only gain a Weapon Action this level.

Weapon Action: Swift Strike
- Cost: 1 Action Point
- Dashes towards a target enemy, dealing weapon damage. This doesn't provoke opportunity attacks.

Level 3
At the 3rd Level, Windtalkers gain the Passive: Extra Attack. Windtalkers can take an additional attack for no cost after hitting a successful Main Hand Attack or Weapon Action.

Level 4
At the 4th Level, Windtalkers gain 1 Passive, 1 Cantrip, and a Feat.

Passive: Savage Attacker
- When making melee weapon attacks, Windtalkers roll their damage dice twice and use the highest result.

Cantrip: True Strike
- Cost: 1 Action Point
- Gain Advantage on your next Attack Roll.

Level 5
At the 5th Level, Windtalkers gain a Passive and a Spell.

Passive: Swift Hitter
- Weapon hits deal Reeling Condition on enemies.

Spell: Howling Edge
- Cost: 1 Action Point + 1 Bonus Action Point
- Conditions: Target must be Stunned
- Smite your enemies with the power of Thunder, dealing Weapon Damage + 2 Slashing Damage + 3d6 Thunder Damage and 1d6 Force Damage. If the enemy survives the damage, they are knocked back and sent Prone. Applies Way of the Wanderer to the caster. 
- Way of the Wanderer: Gain temporary health shield equal to Dexterity Modifier and level. Gain damage reduction against Force, Lightning and Thunder.

Level 6
At the 6th Level, Windtalkers gain a Passive and a Feat.

Passive: Windtalker's Grit
- When Windtalkers fall below 50% Hit Points or less, they gain a Bonus Action Point.

Level 7
At the 7th Level, Windtalker's learn the Passive: Wind Walk. Once per turn, vanish into the wind and become invisible after a successful kill.

Level 8
At the 8th Level,  gain a Passive and a Feat.

Passive: The Wind Cuts
- The wind grants double cutting power. Gain Advantage on Attack Rolls against Bleeding creatures.

Level 10
At the 10th Level, Windtalkers reach a power spike. In this level, Windtalkers are able to Ascend and gain access to Ascendant Spells and Weapon Actions, as well as a Feat. These spells and actions are upgraded versions of the other spells and actions gain on the previous levels. However, you can still use those with the new spells considered you have enough resources to do so. Ascendant Spells and Weapon Actions don't generate Gathering Storm.

Class Action: Ascend
- Cost: 1 Action Point and Half of Current HP
- Deal extra 1-4 additional Weapon Damage and access to Ascendant Spells. Gain Resistance to non-magical damage and advantage on Strength Checks and Saves. This form lasts for 10 turns.

Ascendant Weapon Action: Ascendant Steel
- Cost: 1 Action Point
- Thrust forward with the power of the storm dealing Weapon Damage + 1d6 Force Damage. Applies Gaping Wounds.

Ascendant Weapon Action: Falling Petal
- Cost: 1 Action Point
- Dash towards a location, dealing Weapon Damage + 1d6 Force Damage to everyone and everything on its path. Applies Bleeding.

Ascendant Spell: Ascendant Fury
- Cost: 1 Action Point
- Call upon the power of the storm and blast your enemies. Applies Off Balance, Stunned, Gaping Wounds and Bleeding.

Ascendant Spell: Idyllic Ruin
- Cost: 1 Action Point
- Conditions: Target must be Stunned, Off-Balanced, Prone, or Downed.
- Smite your enemies with the full might of the Storm. Deals 11 Weapon Damage + 1d10 Slashing Damage + 2d12 Force Damage + 4d6 Thunder Damage . Applies Second Wind to the caster.
- Second Wind: The next time damage would reduce the Windtalker to 0 Hit Points, it survives with 1 point left.

Level 12
At the 12th level, Windtalkers receive the Passive: Brutal Critical. When you land a Critical Hit, you roll an extra damage die.

No more passives and spells beyond Level 12, but you can still up your stats up to Level 20.
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  • This mod requires:
  • This mod is still currently in early development stage and is my very first mod. If it gets enough traction, I might update it regularly. But for now, I feel like it's in a solid spot. Please share your thoughts in the comment section. I have not tested this mod intensively using different configs so feel free to let me know of bugs and compatibility issues, as well as gameplay changes you would want in the future. 

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Special thanks to:

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What changed?
I wanted to move forward with this mod as its own thing and have started to change its "inspired names". I might have missed a few things here and there, let me know in the comments!
Here's what else I changed:
  • No longer requires Script Extender due to Larian changing things with modding and support. Thanks Larian!
  • No longer requires old mods that have shared UUIDs (for some reason, I do not know).
  • Will still require ImprovedUI for future-proofing, since I haven't changed the Resource Icon yet. (Waiting for Larian to allow such thing to happen without mods)
  • Rising Storm now works! (previously called Gathering Storm)

What didn't change?
The gameplay is the same. I decided to not change it for this update to Patch 8. However, with that in mind, I think the Patch 7 version still works.

What does the future hold?
I will continue developing future iterations of this class up until level 20 and closer to its D&D counterpart. I will keep the legacy version of this class here for those that like this version.