Base Class: Ranger
The wind wardens are a loose group of rangers, free spirits who move around constantly. One may be found anywhere interesting, unique, or between two such places: a library containing the only known copy of a specific cookbook, a waterfall deep into an unmapped jungle, or simply sitting and watching a bird's nest while preparing food. Their meetings are rarely more than chance encounters: two friends happening to be in the same tavern, one finding a new friend on the shore of a calm lake, or rivals finding each other deep in a dungeon rumored to contain a unique object. All they share in common are senses of curiosity and wonder, and a dislike of stagnancy or predictability.
Travelers' Gait
As you begin discovering your adventurous spirit, you discover that walking is easier than it ever has been. At 3rd level, your movement speed increases by 5 feet. Additionally, you gain the ability to walk over gaps with a length of no more than five feet as if they were difficult terrain, so long as you do not end your movement on such a gap.
Strike of the Wind
In combat, you find you can more easily exploit small weaknesses in combat. Landing an Opportunity Attack against a creature inflicts extra damage equal to half your Ranger level, rounded up, and allows you to move the target up to 10 feet in any direction of your choosing (horizontally only unless the target is already airborne). Additionally, any creatures in the path of the movement inflicted by this feature must make a Dexterity Saving Throw (The DC is 8 + half of your ranger level, rounded up) or take 1d4+2 Force Damage.
Uplifting Strike
Starting at 7th level, you gain the ability to imbue your strikes with the power of the wind. Before rolling to land an attack, you may add one of the following options to your attack:
1. Any creature within 30 feet of your choosing (including yourself) may immediately move 10 feet without triggering Opportunity Attacks, in any direction of their choosing, including vertically, ignoring Difficult Terrain.
2. You may add 30 feet to the range of any ranged attack or ranged spell attack. If a ranged attack has a short range and a long range, the short range also gains 30 feet.
3. You may move the target straight up 20 feet. If this is used in conjunction with Strike of the Wind, you may choose to move the target up to 30 feet straight up instead. Additionally, until the beginning of the target's next turn, any fall damage they take is doubled, including any taken as a result of this feature.
4. You may inflict a penalty equal to your Proficiency Bonus to any attacks the target attempts to make against anyone but you before the beginning of your next turn.
This feature may be used a number of times equal to your Proficiency bonus, restored upon a Short Rest.
Additionally, Strike of the Wind can now move the target up to 15 feet, and the damage that creatures in its path take is increased to 1d8 damage.
Winds of Change
Starting at 11th level, you begin to understand the world further, learning how the wind affects the world and how it affects you. Upon reaching this level, you gain the following benefits:
- Thrice per long rest, you may use a Bonus Action to gain a fly speed of 40 feet (hover). This effect lasts an hour, and cannot be used if this effect was used in the last two hours.
- Once per turn, you may add 2d8 damage of one of the following types: Fire, Water, Lightning, Thunder, or Cold. This extra damage may only be added to non-spell attacks. Attacks made through a Reaction cannot gain this benefit.
- You learn the spells Fly and Pass Without Trace. Neither spell counts against your number of known spells.
Unbound Spirit
Starting at 15th level, your free spirit cannot be stopped. You gain the following benefits:
- Once per long rest, you may cast Freedom of Movement without a Spell Slot. Casting the spell this way causes the spell to last 5 minutes.
- Any successful attack roll against a creature who has inflicted the Grappled or Restrained condition on another since your last action is automatically a Critical Hit.
- Should a creature within 30 feet of you successfully inflict the Grappled condition on another, you may use your Reaction to move a creature with the Grappled condition 5 feet horizontally in a direction of your choosing, and the creature who inflicted Grappled on your target 5 feet in the opposite direction, ending the Grappled condition on the target no matter what.
- Travel does not inflict levels of Exhaustion on you, so long as you travel for no more that 48 hours without resting.
Additionally, any movement inflicted through Strike of the Wind may now cause Opportunity Attacks from anyone but you.
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Posted Nov 8, 2026This is my first homebrew subclass, so it is almost certainly unbalanced. I did try to make it a bit strong because I've heard that rangers are fairly weak, so please give feedback on how to balance it!