Base Class: Ranger
Whirlwind Scourges are a rarity. Due to the intense training and trials, few choose to follow the path. Those that do, however, are masters at movement. Scourges regularly dance around the battlefield, from foe to foe, always narrowly escaping the strikes of their opponents.
Nimble Escape
At 3rd level, you gain the ability to quickly move about. When you attack a creature, they cannot take opportunity attacks against you until the end of your turn.
Spinning Blades
When you are holding a one-handed weapon, you can use your action to spin your blades. Every creature in five feet of you must make a dexterity saving throw against your Whirlwind DC, which is equal to 8 + your proficiency bonus + your Dexterity or Strength. On a fail, the creature takes 1d8 thunder damage and are moved 10 feet away from you. On a save, the creature takes half damage and isn't moved.
The damage for this feature increases to 2d8 at level seven, 3d8 at level eleven, and 4d8 at level fifteen.
Whirlwind Scourge Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Whirlwind Scourge Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
RANGER Level | SPELL |
---|---|
2nd | Zephyr Strike |
5th | Misty Step |
9th | Wind Wall, Thunder Step |
13th | Freedom of Movement |
17th | Destructive Wave |
Tempestuous Aura
At 11th level, winds naturally collect around you. As a bonus action, you can activate your aura, which spreads 10ft around you. When you do so, choose a stance to embody. You may use a bonus action to change stances. Your aura ends after one minute, you dismiss it, or you go unconscious.
STANCES
Cloudburst Stance
Your aura rains ferociously. Anyone making concentration checks to maintain a spell in the aura makes that check at disadvantage. When you deal damage thunder or lightning damage in this aura, you ignore any vulnerabilities or resistances.
Cyclone Stance
Winds around you move unbearably fast. Space within your aura is considered difficult terrain. When a creature tries to move into the aura for the first time, it must make a strength saving throw. On a failure, the creature cannot move into the aura willingly on this turn. On a success, they can move as normal.
Squall Stance
Violent gusts strengthen your hits. Once on your turn, when you deal damage to a creature in your aura, you can deal an extra 2d4 thunder damage to one creature. Whenever a creature ends their turn in your aura, they take damage equal to your proficiency bonus.
Thunderfog Stance
Fog collects around you. Your aura acts as though under the effect of the fog cloud spell. As an action, you can activate your Thunderfog. Anyone within ten feet of you must make a CON saving throw, or take 2d10 damage and be deafened. On a success, a creature takes half damage and is not deafened. When you use this action, the surrounding fog dissipates until the start of your next turn.
Swirling Gale
Starting at 11th level, the winds collect around you and extend your movement. When you use your Spinning Blades feature, you can use a bonus action to dash, and you gain a flying speed equal to your walking speed. If you do not end your turn in the air, you take falling damage as normal.
Superstorm
At 15th level, the storms collect around you like moths to a flame. You can cast the spell Control Weather without expending a spell slot. This feature can be used once, and you regain the ability to use it after a long rest.
Previous Versions
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5/15/2023 11:18:09 PM
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5/16/2023 1:38:05 PM
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