Base Class: Ranger
Rangers who follow the path of the Windwalker are attuned to the elemental forces of air and wind. Whether born in the highest peaks, the midst of towering forests, or the boundless expanse of the Plane of Air, these rangers have an innate connection to the breezes and gusts that shape the world. They move with the swiftness of a zephyr, evading danger with grace and harnessing the power of the winds to navigate the most treacherous terrain. They dance through the battlefield like leaves on the breeze, striking swiftly and vanishing without a trace, leaving their foes bewildered and outmaneuvered.
Gust Strider
3rd-level Windwalker feature
You can use your bonus action to buffet yourself with winds that vanish at the end of your turn. While the winds exist, you have a flying speed equal to your walking speed, and attacks of opportunity made against you are made with disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
Windwalker Magic
3rd-level Windwalker feature
You learn an additional spell when you reach certain levels in this class, as shown in the Windwalker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Windwalker Spells
Ranger Level | Spells |
---|---|
3rd | feather fall |
5th | gust of wind |
9th | wind wall |
13th | arcane eye |
17th | control winds |
Whispers of the Breeze
3rd-level Windwalker feature
You can sense the subtlest of shifts in the air, granting you advantage on Wisdom (Perception) checks made to detect hidden or invisible creatures. Additionally, you can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a flying speed. It can understand your words, though you have no special ability to understand it in return.
Riding the wind
7th-level Windwalker feature
Starting at 7th level, when you take damage, you can use your reaction to summon the wind to your defense and halve the damage from the triggering instance. After damage resolves, you can move in a straight line away from the source of damage an amount up to your movement speed. This movement does not provoke attacks of opportunity.
You may use this feature a number of times up to your proficiency bonus. You regain any expended uses upon completing a long rest.
This feature cannot reduce psychic damage.
Stir the Tempest
11th-level Windwalker feature
Starting at 11th level, you can summon raging winds to envelop you, allowing you to manipulate the positioning of creatures around you. As an action, you can command the winds to exert force on creatures you can see within 30 feet of you. They must make a Strength saving throw against your Ranger spell save DC. On a failed save, a creature is forcefully pushed up to 20 feet in a direction of your choice by the howling winds. Creatures can willingly fail this saving throw.
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.
Eye of the Storm
15th-level Windwalker feature
At 15th level, your mastery over the winds reaches its peak. When you use your Wind's Grace feature, the swirling winds now last for 1 minute, continuing to be active and provide their benefits.
Additionally, you can use your bonus action to unleash a blast of wind in a 15-foot cone in front of you. Each creature in that area must make a Strength saving throw against your spell save DC, taking 2d6 bludgeoning damage on a failed save and being pushed or pulled 10 feet away from or towards you. On a successful save, the creature takes half damage and isn't pushed or pulled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
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