Base Class: Ranger
Whether by the blessing of a Wind Spirit or an innate attunement to the air element, you are capable of using the wind for your cause. It helps you on your journeys, eases your travels and enhances your senses.
Wind Guided Strike
The wind guides your arrows and your blades. When you make a melee weapon attack, you can use this feature to make an additional attack as part of your attack action. If that attack hits, it deals an addtional [roll]1d8[/roll] slashing damage and is considered magical for the purpose of overcoming resistances. If you use this feature for a melee attack, you gain an additional 10 feet of movement speed.
When you make a ranged weapon attack, you can use this feature to hit creatures even behind cover. If the target creature has half cover, it is treated as though it has no cover. If it has three-quarters cover, it is treated as though it has half cover. If a creature has full cover, it is treated as though it has three-quarters cover (only if there is an angle from which the creature could get hit at all.). If that attack hits, it deals an addtional [roll]1d8[/roll] slashing damage and is considered magical for the purpose of overcoming resistances.
You can use this feature only once per turn. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Eye of the Storm
You create a vortex of strong winds that pushes or pulls creatures in its area as you command. As an action, choose a point within 60 feet of you that you can see. Each creature in a 15-foot-radius sphere centered on that point must succeed on a Strength saving throw against your spell save DC. A creature takes [roll]6d6[/roll] bludgeoning damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward the center of the sphere or pushed 15 feet away from the center, depending on the choice you made when you used this feature.
The damage increases to [roll]8d6[/roll] when you reach 15th level in this class, and the sphere radius gets increased to a 20 feet and creatures are pulled or pushed 20 feet instead of 15 feet on a failed save.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
One with Wind and Cloud
You are like a breeze, swift and free.
You gain a flying speed equal to your walking speed.
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a saving throw to take only half damage, you can use your reaction to move up to half your speed, potentially allowing you to move ot of the area of effect. This movement doesn’t provoke opportunity attacks.
Wind Wanderer Magic
Starting at 3rd level, you learn the gust cantrip if you don’t already know it, as well as an additional spell when you reach certain levels in this class, as shown in the Wind Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Leaf in the Wind
You gain an additional 5 feet of movement speed. Once you reach level 7, moving through nonmagical difficult terrain costs you or your mount no extra movement.
You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. If you already know Primordial, you can choose any other language instead.
While traveling for an hour or more, you and your party gain the following benefits:
- You travel 50% faster. (for example, if you travel at a normal pace for an hour, you cover 4,5 miles instead of 3.)
- If you don't have the Natural Explorer feature: Difficult terrain doesn’t slow your group’s travel.
Nip in the Air
By extending your senses using the wind, you can prepare for both danger and weather. When you finish a long rest, you can meditate for 10 minutes to get a rough estimation of the weather in your area. The number of days you can get a forecast for equals to your Proficiency Modifier. For example, if you have a Proficiency Modifier of +3, you get a forecast for the next 3 days. Addtionally, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks that involve hearing and smelling.
Once you reach level 11, you can use a bonus action to gain 60 feet of blindsight until the start of your next turn.
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