Base Class: Ranger
Within branches of trees, watching over the forests, and moving like the air itself are Wind Reavers. Wind Reavers use specialized fighting techniques that bolster movement and ability to manipulate wind on many scales, from gusts that distract enemies to swift, wind-propelled strikes from the trees.
Wind Magic
Starting at 3rd level, you learn an Additional spell when you reach certain levels in this class, as shown in the Wind Magic table. The spells count as ranger spells for you, but they don't count against the number of ranger spells you know.
Wind Magic | |
---|---|
Ranger Level | Spell |
3rd | longstrider |
5th | gust of wind |
9th | fly |
13th | freedom of movement |
17th | control winds |
Akadi's Grace
At 3rd level, your movements are swift as the wind. You have advantage on ability checks and saving throws to avoid or break free from being grappled. While you are conscious, you fall 50 feet per round instead of 500 and take no damage from falling.
Windswept Strike
At 3rd level, you can use wind to empower your attacks. When you make a weapon attack, the range of the weapon increases as wind lashes out from it. A melee weapons' range increases by 5 feet. A ranged weapons' normal range increases by 20 feet and it's long range increases by 60 feet.
In addition, the first time you hit a creature with a weapon attack on your turn, the creature must make a Strength saving throw against your Spell Save DC or get pushed up to 10 feet in a direction of your choice If they are Large or smaller and the next weapon attack you make against that creature before the end of your next turn has advantage.
Float
Beginning at 7th level, when you take the Dash, you gain the benefits of the Disengage, and a flying speed equal to your walking speed until the end of your turn. You can also make one weapon attack as a bonus action when you use your action to Dash.
Momentum
Starting at 11th level, when you take take Attack action, if you hit the same creature with at least two attacks as part of that action, you can make another weapon attack as part of that same action. You then get the benefits of the Disengage action for the rest of your turn. Additionally, your movement speed increases by 10 feet.
Unshackled
Starting at 15th level, the power of the wind is infused in your very being. You gain the following benefits:
- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Previous Versions
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