Ranger
Base Class: Ranger

You've spent years training to master reading the wind currents and how to use it to your advantage.

Wind Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class.
3rd   Jump
5th    Gust of Wind
9th     Fly
13th   Locate Creature
17th   Steel Wind Strike

Critical Wind

At 3rd level an attack roll of 19 or 20 counts as a critical hit.

Air reader

At starting at 3rd level you are able to know which direction the wind is blowing and if their are any hidden creatures within 30 ft. of you.

Archers Defense

At 7th level you gain resistance to any ranged spell and weapon attack, and any melee weapon attack on you has disadvantage. 

Wind Arrow

At 11th level you gain the ability to enchant your arrows with wind magic, after a long rest a maximum of 15 of your arrows become +1 magic arrows and deal an extra 1d6 points of force damage.

Wind Welder

At 15th level you gain the following benefits and abilities.
-3 times per day you can make the air a solid platform on you can stand on with in 15 ft. above the ground.
-Twice per day you can make a normal hit a critical hit agenst one target outside.
-Resistance to force damage
-You have advantage on dexterity saving throws

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