Windtouched

-WIP-

Story goes here

## Windtouched Abilities by Phase

 Phase 2
 Phase 3
 Phase 4

## Phase 1

### Windiness

The power of the Elemental God of Wind improves your physique, causing you to become faster, more lithe, and more agile. You gain proficiency in acrobatics, or double proficiency if you are already proficient in acrobatics, and your base movement speed increases by 10 feet. In addition, while unarmored, not wielding a shield, and not incapacitated, you gain a +2 bonus to AC if you are outdoors, or a +1 bonus to AC while indoors.

### Windsoul

As you move through the battle you harvest the winds into your soul, generating Windsoul charges. For every 25 feet you willingly move, you generate 1 Windsoul charge. This movement does not need to be consecutive; all voluntary movement you make contributes to your Windsoul charge generation. You can store up to 5 Windsoul charges at a time, and stored charges are lost after a long rest. Abilities that require Windsoul charges are considered spell-like abilities and are affected by inhibitors such as anti-magic fields.

Casual, non-combat movement also generates Windsoul charges, but only if you have less than 2 currently stored.

### Rebound

If you are knocked prone and not incapacitated, you can use 2 Windsoul charges as a reaction to being knocked prone to instantly stand back up as an updraft of wind flips you to your feet before you fall. Optionally, you can move up to 5 feet without provoking reactions when you take this reaction.

## Phase 2

### Gust Shot

You gain the ability to create ammunition with compressed air, or to enhance loaded ammunition with the power of wind. By spending 1 Windsoul charge, you can make an attack with an ammunition based ranged weapon as an action. This will not consume nor require regular ammunition, and will deal 1d6 slashing damage. Alternatively, you can choose to enhance a single unit of ammunition right before you fire, dealing your weapon's normal attack damage in addition to 1d6 slashing damage. The damage this ability deals is considered magical. At level 8, and every 4 levels thereafter, the damage increases by 1d6.

### Updraft

You can use the winds to create a constant localized updraft- a strong wind current in which the source is just below your feet. This updraft can be created as a bonus action, costs 1 Windsoul charge, and lasts for 1 minute. The maximum strength of this wind current is strong enough to lift you up to 2 feet from the air and maintain levitation, and to safely slow your fall, similarly to the Feather Fall spell. You are able to finely control this wind's strength to be anywhere between its maximum and a slight breeze as a free action. The updraft cannot prevent you from being knocked prone, as it relies on your body being mostly upright to properly balance you, and the updraft is dispelled if you become incapacitated.

### Air Knife

You are able to channel winds into your melee weapons and unleash a gust from them. By spending 1 Windsoul charge, you can make an attack with a melee weapon that deals either slashing or piercing damage, or an unarmed attack, as an action. This attack is treated as a ranged attack with a range of 30/70, and can scale with your weapon's ability modifier or your Dexterity modifier. It deals your weapon's normal damage + 1d4, but always deals it as magical piercing damage. At level 8 and every 4 levels thereafter, the damage increases by 1d4.

### Agility

Your jump distance is doubled, and you can use your Dexterity score instead of your Strength score to determine jump distance, and all jumps you make can be made as if you had a running start

## Phase 3

### Air Stride

You glide more so than run. When you are willingly moving, you hover several inches above the ground in your stride, preventing you from triggering most ground-based effects and traps. You are able to hover above any reasonably horizontal surface, including liquid surfaces such as bodies of water or lava. You must have a surface inches below your feet; you cannot cross gaps of air with this ability, and you land on your feet at the end of your movement. If you end your movement on a liquid surface, you fall into the liquid. You cannot use this ability if you begin your movement affected by difficult terrain, or through areas where flight is prevented. You can choose to use this ability while submerged in liquid, provided you are within 5 feet of the surface, but you must spend 10 feet of movement to jump above the surface before you begin striding.