Base Class: Ranger
“With a single step, the drow leaped into the air and unleashed a volley of arrows - each one carried and carefully guided by the winds.”
The mighty winds take many forms; from a gentle breeze on a warm summer day to a roaring hurricane on a stormy night. Wind Striders are rangers who have harnessed the power of the wind, recognizing its strengths and learning how to wield them.
These warriors favor ranged weaponry, wielding bows and thrown weapons empowered by the winds. As a Wind Strider, you can move as swift as a gale, as light as a feather and deliver blows as harsh as a powerful squall.
Guiding Winds
Beginning at 3rd level when you choose this archetype, you’ve learnt how to influence wind and air in certain ways. Whenever you roll a ranged attack roll and miss, you can use your reaction to reroll the attack. You must use the new roll.
In addition, whenever you make a ranged attack with a thrown weapon, it automatically flies back to your hand at the end of your turn.
Living Tempest
At 3rd level, you can move like the wind and use air currents to float. You gain the following features:
Leaf on the Wind. As a reaction to yourself falling, you can choose to reduce any fall damage you take by a number equal to five times your ranger level.
Gale Sprint. You can take the Dash action as a bonus action.
Wind Strider Magic
Wind Strider Spells
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | fog cloud, gust |
| 5th | gust of wind |
| 9th | wind wall |
| 13th | freedom of movement |
| 17th | control winds |
Unending Breath
At 7th level, you can hold your breath for incredible lengths of time. You can now hold your breath for a number of minutes equal to your Constitution modifier + your ranger level.
In addition, you have advantage on saving throws against harmful gases, fumes and vapors.
Squall Strike
At 11th level, you can infuse your attacks with the ferocity of howling winds. Once per turn when you make a weapon attack, you can choose to have the attack deal an additional 2d6 thunder damage. On a successful hit, a creature must also make a Strength saving throw. On a failed save, a creature is knocked prone.
Ascending Winds
At 15th level, you’ve learnt how to manipulate the winds to keep yourself and your allies aloft. You have a flying speed equal to your walking speed. In addition, as an action, you can grant a number of willing creatures equal to your Wisdom modifier within 10 feet of you a flying speed of 30 feet for 1 hour, until you choose to end it, or until you are killed. A creature that is flying when this feature ends immediately starts plummeting to the ground.
You can use this feature once per long rest.
Previous Versions
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4/14/2021 10:10:54 PM
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5/27/2022 4:41:27 PM
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6/9/2022 2:56:15 PM
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