Ranger
Base Class: Ranger

Rangers who follow the Path of the Skystrider are bound not to the earth beneath them but to the ever-shifting currents of the sky above. These rangers are deeply connected to the wind and the storm, feeling a kinship with the unrestrained power and freedom of the elements. Skystriders learn to harness the primal forces of the skies, using gusts of wind to propel themselves across the battlefield, defying gravity and weaving through foes with an agility that seems otherworldly. By tapping into the raw fury of thunderstorms, they can call down lightning upon their enemies, or strike with the booming force of thunder that sends shockwaves rippling through the air.

More than just masters of wind and lightning, Skystriders embody the freedom and unpredictability of a storm. They become one with the tempest, slipping in and out of combat in a blur, as difficult to catch as a breeze. Swift and elusive, they make their presence felt only when they choose, delivering devastating blows that land like thunderclaps and disappear before retaliation can strike. Skystriders are driven by a love for the open sky and an understanding of its power—a power they wield with both grace and ferocity. To face a Skystrider is to battle the storm itself, an encounter where the air grows thick with tension, and the very sky seems to close in, filled with the electric promise of rain and ruin.

 

Skystrider Spellcasting

  • Spellcasting Ability: Wisdom is the Skystrider's spellcasting ability, as their magic comes from their deep connection to nature and the storm. Wisdom reflects their attunement to the natural forces and their ability to harness the power of the sky.

  • Spellcasting Level: Skystriders use the half-caster table, similar to other rangers. They do not have full spellcasting capability but gain access to a few powerful spells that enhance their aerial prowess and stormy wrath. They can cast up to 5th-level spells at higher ranger levels.

  • Spell List and Known Spells: Skystriders, like other rangers, learn a limited number of spells and must choose them from a predefined list. They do not know all spells on their list as a druid or cleric would. Instead, they learn a specific set of spells upon leveling up, much like a bard or sorcerer, with a selection focused on weather, wind, and lightning effects.

  • Expanded Spell List: To reflect their bond with the storm, Skystriders gain access to a few additional spells that they can select as ranger spells. These are drawn from the druid and sorcerer spell lists to capture the essence of storm magic.


Skystrider Expanded Spell List

Skystriders gain access to the following spells at certain levels, and these spells are added to the ranger spell list for them. They still select which spells to learn, but this expanded list provides thematic options.

Ranger Level Skystrider Expanded Spells
3rd Thunderwave, Feather Fall
5th Gust of Wind, Shatter
9th Call Lightning, Fly
13th Storm Sphere, Greater Invisibility
17th Control Winds, Destructive Wave

Level 3: Windwalker's Grace

Starting at 3rd level, you gain a supernatural agility that mirrors the wind. You gain the following abilities:

  • Windborne Leap: You can use the momentum of the wind to enhance your mobility. As a bonus action, you can jump up to 15 feet in any direction without provoking opportunity attacks. This movement ignores difficult terrain and does not consume your movement speed.
  • Zephyr’s Shield: You can call upon the wind to protect yourself. As a reaction to being hit by an attack, you can grant yourself a +2 bonus to AC until the end of the attacker’s turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Level 7: Tempest's Fury

At 7th level, you learn to channel the power of storms into your attacks. When you hit a creature with a weapon attack, you can choose to deal an additional 1d8 lightning or thunder damage. At 14th level, damage increases to 2d8.

Additionally, you gain resistance to lightning and thunder damage, and your movement speed increases by 10 feet.

Level 11: Cyclone Strike

Starting at 11th level, you can use a cyclone of wind to strike multiple foes around you. As an action, you can use Cyclone Strike:

  • All creatures within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 3d8 thunder damage and be pushed 10 feet away from you.
  • On a successful save, creatures take half damage and are not pushed.

You can use this feature twice, and you regain all uses of it after a short or long rest.

Level 15: Storm's Reprisal

At 15th level, your bond with the storm reaches its peak. When you are attacked by a creature within 60 feet of you, you can unleash a storm’s reprisal as a reaction. The attacker must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failure, they take 4d10 lightning damage and are stunned until the start of your next turn. On a success, they take half damage and are not stunned.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes