Base Class: Ranger
Using the element of Wind, the Galestrider is a skirmisher who's main deal is setup skirmishing strikes using a peculiar trick with thrown weapons. They amplify these weapons through velocity and guile by making them into traps on the fly, creating a dangerous gauntlet all the while avoiding being surrounded.
Additional spells gained include 3/Gift of Alacrity, 5/Cloud of Daggers, 9/Fly, 13/Greater Invisibility, 17/Animate Objects.
Driftwind
All weapons with Light or Thrown properties gain the effects of Returning Weapon.
When making an attack action, you may choose one of the effects per weapon from the following:
- Suspend the return, creating a floating weapon trap in plain sight 5 feet from the point of impact. Creatures moving outside its threatened area will be at risk of attack of opportunity. If an attack is made in this manner, the weapon returns to the owner. This reaction is part of the weapon trap and does not consume the user's reaction.
- Additionally, the weapon acts on the user’s turn, allowing a single attack as an action through occupied spaces up to its optimal range (ex. 20ft, 40ft at 11th). The weapon returns to its owner after conclusion.
- Additionally, the weapon acts on the user’s turn, allowing a single attack as an action through occupied spaces up to its optimal range (ex. 20ft, 40ft at 11th). The weapon returns to its owner after conclusion.
- Increase the optimal range of the weapon by 20 feet.
- Add 1d6 damage of the same type of the weapon. This is upgraded to 1d8 at 11th level and 1d10 at 15th.
The floating weapon is considered magical, and thus can be dispelled requiring the user to retrieve the weapon as a bonus action on their turn should they choose to. You can only have up to two traps of this kind out on the field at one time.
Expanded Arsenal
Light weapons gain the Thrown property if they do not possess it already, you may use either Strength or Dexterity when using thrown weapons to determine modifiers.
Guile
When making an attack with a thrown weapon, based on it's damage type it can potentially apply one of the following effects:
- When an attack hits a creature, the creature rolls a strength saving throw (DC 10+Str or Dex, whichever is higher).
- Bludgeoning: On a failed save, the creature is knocked prone.
- Piercing: On a failed save, they take an additional 1d4 thunder damage and have disadvantage on their next attack roll.
- Slashing: On a failed save, the creature has its movement reduced by 10 ft. and cannot do an attack of opportunity.
- At 11th level, you gain an additional damage type with the following effect:
- Force: On a failed save, the creature becomes silenced from having their breath knocked out of them until the start of your next turn.
Gale Force
When using a weapon with Light or Thrown property, it gains +20 ft to both its minimum and maximum range (ex. 20/60 becomes 40/80). Additionally, a ranged weapon attack with a thrown weapon may become force damage if you choose.
When using an attack action, you may choose a creature within 5 ft to inflict knockback up to 10ft following a failed strength save against your spell DC. This effect is usable up to your wisdom modifier (minimum 1) and expended uses are restored on a long rest.
Premeditated Stride
In response to an attack made against you, you may use your reaction to quickly reposition yourself to a placed weapon trap in line of sight a number of times up to your proficiency bonus so long as you are capable of movement. The number of expended uses are restored on a long rest. Movement using this ability does not provoke an attack of opportunity.
Previous Versions
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10/1/2023 4:48:31 AM
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5
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0
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5e
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Coming Soon
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10/1/2023 4:55:08 AM
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4
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1
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5e
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Coming Soon
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