Base Class: Ranger
Level 3: Tempest Step
You gain the ability to move with the swift, unpredictable nature of the wind.
- When you take the Dash action, you can move an additional 10 feet.
- As a bonus action, you can activate Tempest Dash: for 1 minute, your movement speed increases by 10 feet, and you can move through creatures and objects as if they were difficult terrain. This movement does not provoke opportunity attacks.
- You can use this feature a number of times equal to your Wisdom modifier (minimum once), and regain all uses after a long rest (Dm Will keep track).
Level 7: Gale Surge
You can channel air and electric energy into a swift burst of power.
- When you hit a creature with a ranged weapon attack using a bow, you can expend a spell slot to unleash a burst of wind and electricity. The target takes additional lightning damage equal to 2d6, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pushed 10 feet away and knocked prone.
- Additionally, you gain a flying speed equal to your current movement speed for 1 minute, usable once per short or long rest (Dm Will keep track).
Level 11: Thunderclap Tempest & Electric Precision
Unleash a devastating storm and enhance your archery.
- Thunderclap Tempest As an action create a 20-foot radius storm centered on you. Creatures of your choice within range must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take 4d8 thunder damage and 2d8 lightning damage, and are deafened for 1 minute. On a successful save, they take half damage and are not deafened.
- Electric Shot: When you hit a creature with a ranged weapon attack using a bow, you can choose to spend this feature's charge (Dm Will keep track) to add +1 to the attack roll plus your Wisdom modifier.
- If the attack hits, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take an extra 2d6 thunder damage.
Charges:
- You have 2 charges, which you regain after a long rest. (Dm Will keep track)
- You can spend 1 charge to activate the Electric Shot effect on a ranged attack, adding +1 plus your Wisdom modifier to the attack roll.
Level 15: Zephyr's Wrath
You become a living storm, moving with unparalleled speed and unleashing destructive energy.
- You can cast the Gust of Wind spell at will, without expending a spell slot.
- When you move at least 30 feet in a turn, you can unleash a lightning-infused gust: each creature in a 10-foot line must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 3d8 lightning damage and be knocked prone.
- Your movement leaves a trail of crackling air and electricity, granting advantage on Dexterity (Stealth) checks made to hide in natural environments for the duration of your turn.
Tempest Step
You gain the ability to move with the swift, unpredictable nature of the wind.
- When you take the Dash action, you can move an additional 10 feet.
- As a bonus action, you can activate Tempest Dash: for 1 minute, your movement speed increases by 10 feet, and you can move through creatures and objects as if they were difficult terrain. This movement does not provoke opportunity attacks.
- You can use this feature a number of times equal to your Wisdom modifier (minimum once), and regain all uses after a long rest.
Gale Surge
You can channel air and electric energy into a swift burst of power.
- When you hit a creature with a ranged weapon attack using a bow, you can expend a spell slot to unleash a burst of wind and electricity. The target takes additional lightning damage equal to 2d6, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be pushed 10 feet away and knocked prone.
- Additionally, you gain a flying speed equal to your current movement speed for 1 minute, usable once per short or long rest.
Thunderclap Tempest and Electric Precision
Unleash a devastating storm and enhance your archery.
- Thunderclap Tempest As an action, you can create a 20-foot radius storm centered on you. Creatures of your choice within range must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take 4d8 thunder damage and 2d8 lightning damage, and are deafened for 1 minute. On a successful save, they take half damage and are not deafened.
- Electric Shot: When you hit a creature with a ranged weapon attack using a bow, you can choose to spend this feature's charge to add +1 to the attack roll plus your Wisdom modifier.
- If the attack hits, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take an extra 2d6 thunder damage.
Charges:
- You have 2 charges, which you regain after a long rest.
- You can spend 1 charge to activate the Electric Shot effect on a ranged attack, adding +1 plus your Wisdom modifier to the attack roll.
Zephyr's Wrath
You become a living storm, moving with unparalleled speed and unleashing destructive energy.
- You can cast the Gust of Wind spell at will, without expending a spell slot.
- When you move at least 30 feet in a turn, you can unleash a lightning-infused gust: each creature in a 10-foot line must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 3d8 lightning damage and be knocked prone.
- Your movement leaves a trail of crackling air and electricity, granting advantage on Dexterity (Stealth) checks made to hide in natural environments for the duration of your turn.
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