Ranger
Base Class: Ranger

Windfarers are the namesake given to Rangers who have a peculiar affinity with the element of air. Able to shape the winds to improve their aim and swiftness, they are as often found aboard rugged ships as they are atop stormy mountains, braving the other elements with alacrity and precise adaptation.

Level 3: Guiding Gales

The winds guide your hands with every blow struck with your weapons, granting you the following benefits.

Flying Arsenal. The reach of your Melee weapons increases by 10 feet, and the normal and long range of your Ranged weapons increases by 30 feet.

Clutch of the Wind. You can keep your hands free while wielding weapons, but the weapons fall to the ground if you wield a different weapon or a shield while your hands are free.

Turbulent Strikes. Once per turn, when you hit a creature with a weapon, you can activate the Push or Slow mastery property in addition to a different mastery property you're using with that weapon.

Level 3: Wind Whisperer

When you use the Beckon Air effect of your Elementalism spell, you can modify the effect to create a small whirlwind in a 5-foot Cube area for 1 minute. This whirlwind can lift up a Tiny creature or an object that is not being worn or carried weighing no more than 5 pounds. An unwilling Tiny creature must succeed on a Strength saving throw against your spell save DC or gains the Grappled condition for the duration of the spell. A Grappled creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success. As a Bonus Action, you can move the whirlwind 30 feet in any direction, alongside any Grappled creature or object inside the whirlwind.

Level 3: Windfarer Spells

When you reach a Ranger level specified in the Windfarer spells table, you thereafter always have the listed spells prepared.

Windfarer Spells
RANGER LEVEL SPELLS
3rd Elementalism, Feather Fall
5th Gust of Wind
9th Wind Wall
13th Freedom of Movement
17th Destructive Wave

Level 7: Rider of the Storm

When you use the Elementalism spell to create a whirlwind, you can expend a use of your Favored Enemy while casting the spell to bolster its size and strength. The whirlwind occupies a 10-foot radius, 20-foot high Cylinder and can carry a number of Medium or smaller creatures or objects up to your Wisdom modifier (minimum of 1). The whirlwind lasts 10 minutes or until you cast the Elementalism spell again, if it is beyond 120 feet from you, or if you dismiss it (no action required). The whirlwind grants the following benefits.

Wind Rider. You and allies inside the whirlwind's area can use the whirlwind as a mount with a flying Speed of 60 feet and can hover, but you and allies harmlessly fall to the ground at the end of a turn. Only you can control the whirlwind as a mount while you are carried by it. You and creatures of your choice inside the whirlwind gain Advantage on Dexterity saving throws.

Battering Winds. A creature of your choice who enters the whirlwind's area or starts its turn there makes a Strength saving throw against your spell save DC, taking 1d6 Bludgeoning damage and gaining the Grappled condition on a fail. Medium or smaller flying creatures have Disadvantage against the saving throw. While Grappled, the creature takes 1d6 Bludgeoning damage at the start of each of its turn. A creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success.

While you are not mounting the whirlwind, as a Bonus Action, you can move the whirlwind 60 feet in any direction, alongside any carried creature or object.

Level 11: Airborne

You no longer require Concentration when you cast your Gust of Wind or Wind Wall spells.

Moreover, when you cast either of those spells, you and creatures of your choice can be unaffected by it. Instead, you and those creatures who enter those spells' area or start their turn there gain an additional 20 feet of movement to their Speed and no longer provoke Opportunity Attacks until the end of the next turn.

Level 15: Master of Storms

The whirlwind you summon with the Elementalism spell while expending a use of your Favored Enemy grows to a formidable size and gains the following benefits.

Mighty Storm. The whirlwind becomes a 20-foot radius, 40-foot high Cylinder that lasts for 1 hour. It can carry Large or smaller creatures or objects.

Fleet of Foot. The whirlwind has a flying Speed of 90 feet, and creatures using it as a mount no longer fall at the end of a turn. As a Bonus Action, it can be moved 90 feet in any direction alongside any carried creature or object while you are not mounting it.

Crushing Winds. The Bludgeoning damage of your whirlwind increases to 2d6, and a creature who succeeds on its Strength saving throw to avoid or end the Grappled condition falls Prone.

Previous Versions

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7/12/2026 5:21:31 PM
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