Base Class: Ranger
The Zephyr Strider is a unique Ranger subclass that draws inspiration from the very air itself. These Rangers have honed their skills to become agile and swift hunters, attuned to the spirits of the wind that flow through the natural world. With every step, they move with grace and agility, allowing them to traverse terrain with unparalleled speed.
Zephyr Striders gain the ability to manipulate the wind in their favor, becoming masters of mobility and precision. Their Wind Step ability enables them to leap great distances with ease, using their Dexterity to calculate jumps and move swiftly through the battlefield. In combat, their Enhanced Agility allows them to strike with uncanny speed and power, making multiple attacks in rapid succession.
At higher levels, Zephyr Striders face a pivotal choice. They can opt for "Flowing Swings," enabling them to make off-hand attacks as part of their standard Attack action, perfect for those who favor dual-wielding. Alternatively, they can choose "Whirlwind Arrow," granting them the ability to unleash a devastating ranged attack, creating a line of destruction in their path.
As they further attune to the wind, Zephyr Striders gain the "Wind's Blessing" ability, allowing them to move stealthily and cling to vertical surfaces. At the pinnacle of their training, they unlock "Swift Escape," a reaction that lets them teleport to safety when targeted by area spells or abilities, showcasing their evasive prowess.
With the Zephyr Strider subclass, players can embrace the elemental power of the wind, becoming swift and agile hunters who protect the natural world with unparalleled grace and finesse. Whether leaping from tree to tree, unleashing whirlwind attacks, or evading harm's way, these Rangers are a force to be reckoned with in any campaign.
Zephyr Strider Spells
You learn an additional spell when you reach certain levels in this class, as shown in the Zephyr Strider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Zephyr Strider Spells
|Ranger Level | Spell |
|:------------------|:-----:|
| 3rd | Expeditious Retreat |
| 5th | Warding Wind |
| 9th | Haste |
|13rd | Dimension Door |
| 17th | Far Step |
Wind Step
Starting from 3rd level, your intense training allows for agile, light movement. When making a jump, the distance you cover is calculated by using your Dexterity score instead of your Strength score.
Additionally, when you make a running jump, you can cover both the distance of a long jump and the height of a high jump, and all other jumps you make during that turn are considered running jumps, independently of your previous movement.
Enhanced Agility
Also at 3rd level, your attunement to the spirits of the wind allows you to maintain a constant flow of movement. The faster your hands move, the faster your feet can move.
During your turn, your movement speed increases by 5 ft. for each attack you make during that turn. Additionally, your weapon attacks deal 1d4 additional damage for every other attack you made during that turn. This damage increases to 2d4 when you reach 11th level.
Wind's Blessing
Starting at 7th level, your movement becomes light as a feather.
You have advantage in Dexterity (Stealth) checks to move silently.
When you jump, if you hit a vertical surface, you can stick to it with your hands free, being able to jump from it. You won't fall unless you end your turn in that surface.
The first jump you make each turn does not count for the total movement of that turn.
Whirlwind Attack
When you reach 11th level, your blessing of the wind extends to your hands, allowing you to infuse wind magic into your attacks. Choose one of the options below (you can change this choice each time you level up).
Flowing Swings: When wielding two melee weapons, you become able to make an attack with your off-hand weapon as part of your Attack action, instead of your Bonus Action, if you hit an attack with your main weapon.
Whirlwind Arrow: When you make a ranged weapon attack against a creature, you can choose to make that attack become a 100 ft. by 5 ft. straight line that originates from you and goes in that creature's direction. Every creature in that area must make a Dexterity Saving Throw, in a failure, they take the attack's normal damage. Otherwise, they take half damage. You can use this ability a number of times per long rest equal to your Wisdom modifier, and can only do so once a turn.
Swift Escape
Once you reach 15th level, you become able to quickly evade potential danger.
As a reaction when a spell or ability with an area of effect targets your position, you can teleport up to 30 ft. to a position you can see, potentially avoiding the area of effect.
You can use this ability a number of times equal to your Wisdom modifier, and recover all uses when you finish a long rest.
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