Ranger
Base Class: Ranger

Rangers of this subclass have spent their time attuning themselves to the spirit that lies in the wind, whether it was intentional or not. This may have been gained during their childhood, or may have been specifically trained for to be attained. The wind, which solely defines itself as freedom, does not tend to discriminate in it's pickings of champions.

Gale Archery

Beginning at third level, you find your connection to the force that moves the skies to become stronger, resulting in a new ability being formed. Able to use this ability a number of times equal to 2 + your proficiency bonus. This ability creates a bow formed of torrents of wind, somehow perfectly sitting in your hand without causing any obvious damage. This weapon resembles that of a compound bow, forming three different strings that could be used as drawstrings. This bow will last for 3 rounds + your proficiency bonus. When using an attack action to pull the bow back, an arrow formed of wind will appear to be formed as it is drawn back, as if the torrents of wind are funneling from the bow and into the arrow. With what seems to sound like the crack of a whip, the arrow will shoot forward with tremendous speeds, dealing 1d10 + WIS modifier upon hit.

 

You may use dexterity or your spell attack modifier for shooting the bow as it is considered a spell attack and also requires for the bow to be physically shot like a bow as it is a summoned weapon.

Helpful Torrents

Beginning at 7th level, your dominion over the wind has grown enough to allow you to expend your bonus action to give yourself advantage on your next attack. This is caused by your arrow being assisted in moving towards your target as it moves through the air. Because of the difficulty in concentration regarding this ability, you are only able to use it a number of times equal to half of your proficiency bonus, rounded up, per short or long rest.

Four Corners Movement

Beginning at 11th level, the connection that you and the wind share has grown to be somewhat familial in sense, causing it to seem as if it almost has a tendency to protect you. When taking the attack action with your Gale Archery, winds will funnel from the bow to form around you. After your shot leaves the bow, you will be immediately jerked to a position of your choice within 10 feet of you that remains unoccupied. It will then hold you afloat until the end of your next turn.

Heavenly Judgment

Beginning at 15th level, you gain the ability to call upon the air in an area to assist you in combat. Through an action, you may cause a burst of air that almost resembles that of a black hole in the center of a 40 ft radius originating from a point of your choice. This area is filled with slicing torrents of wind that seem to be flooding in from all directions. If there happens to be a core element within this area during the casting of this ability, it will absorb the element and strengthen the ability itself.

This ability deals a base damage of 4d10 force damage, with an chance of an additional 2d10 damage in the event of elemental absorption. You may use this ability a number of times equal to your proficiency bonus per long rest.