Ranger
Base Class: Ranger

While most are content with life on land, Wind Walkers look to the sky and the natural beauty of those that inhabit it. Wind Walkers serve as bastions of the sky – seeking out and eliminating threats that endanger those that inhabit it.

Wind Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wind Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Wind Walker Spells

RANGER LEVEL SPELL
3rd feather fall
5th skywrite
9th fly
13th locate creature
17th control winds

Bonus Cantrip

When you choose this archetype at 3rd level, you gain the Gust cantrip if you don't already know it.

Aerial Fighter

At 3rd level, your training in the air allows you to augment your attacks when striking from above. You can deal an additional 1d6 thunder damage once per turn when attacking from a height of 5 or more feet above the ground while your Feather Step feature is active. When you reach 11th level in this class, the extra damage increases to 2d6. This damage increases by 1d6 if you are directly above the space occupied by your target.

Feather Step

At 3rd level, you learn to draw on the energy of the sky to lighten your body and enhance your movement.

As a bonus action, you can gain a flying speed equal to half your movement speed a number of turns equal to your proficiency bonus. This benefit works in short bursts; you fall if you end your turn in the air and have no other means of staying aloft - you may use your reaction to stay aloft while using this ability. You do not suffer damage from falling as a result of using this feature unless you are incapacitated. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short rest.

Starting at 11th level, you no longer fall at the end of your turn.

Gale Stride

At 7th level, your movement and attacks are naturally augmented by the wind and aides you in evading blows.

Your movement speed increases by 10ft., and creatures you attack have disadvantage on their first attack roll against you until the start of your next turn.

Tempest Blow

At 11th level you gain the ability to perform stronger aerial strikes.

When you deal thunder damage to a creature with your Aerial Fighter feature, they must succeed on a constitution saving throw or be pushed 10 feet away from you and knocked prone. 

Tempestuous Descent

Starting at 15th level, you can use an action to end your Feather Step early to drop down and unleash a tempestuous strike as you land.

Each creature within 10ft. of where you land must make a Strength saving throw. A target takes 8d10 thunder damage and is pushed back 20ft. on a failed saving throw. A target takes half as much damage and is not pushed back on a successful one. 

Once you use this feature, you can't use it again until you finish a short or long rest.

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