Base Class: Ranger
To be a Windrunner is to uphold the ideals of honour and protecting the people who need protecting. You have a strong moral compass, although your concept of law may differ from local authorities. You're an expert in reconnaissance and one on one combat, zipping through the skies deft as a bird. Windrunners tend to work in a company of Windrunners, and are considered elite troops for their vast utility and mastery of the skies. As you advance through this class, you will learn to grow your powers of propulsion and nimble warfare.
Gravitational Surges
When you choose this Archetype at 3rd level, you gain the power to use Gravitational Surges. You have a number of Surges equal to twice your proficiency bonus. Surges can be used for effects that require attack rolls, in which case the Surge will be used as 1d8. You may use Surges to perform the following abilities.
Magnetic Force: When you succeed on an attack roll against a target, you can expend a Surge die to deal extra damage of your weapon's damage type, and may use an amount of Surges up to your Wisdom modifier (minimum one) to deal additional damage (1 damage die per Surge).
Directional Binding: As a bonus action, you can touch a creature or object up to medium size, including yourself, to bind it into a direction of your choice. A target effected by this Surge is propelled 30ft in your chosen direction, and cannot be targeted by an opportunity attack. If the direction chosen is down, the creature is knocked prone. If the creature is willing, no save is required. If a creature is unwilling, they must succeed on a Strength saving throw against your spell save DC. You may affect large creatures or objects if you spend an extra Surge.
Mending Breath: The Surges inside of you can be used to mend even your most grievous wounds. As an action, you may use a number of Surges up to your Wisdom modifier (minimum one) + half your Ranger level to heal yourself.
Windrunner's Alacrity: You can use your Surges to fly for a limited time. You may spend a Surge to grant yourself a flying speed equal to your movement speed for an amount of time equal to 1 minute per Surge expended. Additionally, you may expend extra Surges to allow willing creatures you touch to fly with you (1 Surge = 1 willing creature).
You can regain Surges by converting spell slots (1 Surge per spell level expended). You regain all your expended Surges after a long rest.
Gift of the Fleet
When you take this Archetype at 3rd level, your body reflects the nimbleness associated with your newfound abilities. You gain an additional 5ft of movement, and gain an additional +1 AC when wearing armor you are proficient with.
Surge Weapon
A Windrunner is always attached to their weapon, so much so that their weapon becomes attached to them. When you reach 7th level, the lingering surge within your body infuses your weapon, creating new effects. If your weapon is nonmagical, it becomes magical due to your Surge power. The process of infusion requires a short rest to focus on your weapon of choice. Once your weapon is infused, you cannot be willingly disarmed of it. If you throw your weapon, you may use a bonus action to have it return to your person.
Surge Armor
When you reach 11th level, your Armor becomes infused with Surge energy. While wearing armor its weight becomes zero. If your armor imposes disadvantage on Stealth checks, the disadvantage is negated. You gain proficiency in Heavy armor, and while your armor is infused it cannot be forcibly removed from your body while you are alive.
Improved Surges
At 15th level, you've reached your peak level of Surge abilities. Your Surge die become d10s, and you can now recharge an amount of Surges equal to your Wisdom modifier when you complete a short rest.
Comments