Base Class: Ranger
The Stormshot connects to the outdoors through nature's breath itself, wielding it as both a weapon and a boon. Wind is a tool to be use and a means of protecting and adapting the battlefield to be in your favor. Movement, speed and area control are the key factors that make the Stormshot dangerous on the battlefield.
Special thanks to: Alex Free, and Travis Golden
Level 3: Stormshot Spells
You are well trained in the magics you’ve devoted your life to learning. When you reach a Ranger level specified in the Table below, you thereafter always have the listed spells prepared. These spells are considered Ranger spells for you, and use your Wisdom as the spellcasting modifier.
Stormshot Spells
|
Ranger Level |
Prepared Spells |
|
3 |
Longstrider |
|
5 |
Gust of Wind |
|
9 |
Haste |
|
13 |
Freedom of Movement |
|
17 |
Tree Stride |
Level 3: Gale Strike
You channel the force of the storm into your strikes. Once per turn, when you hit a creature with an Attack Roll, you can deal an extra 1d6 Thunder damage.
Additionally, the target must succeed on a Strength Saving Throw against your Spell Save DC or be pushed 10 feet horizontally away from you.
The extra damage increases to 2d6 when you reach Ranger level 11.
Level 7: Tailwind
You can command the winds to aid your movement and harry your foes. As a Bonus Action, you create a 30-foot-radius emanation of swirling air centered on yourself that moves with you. The emanation lasts for 1 minute, or until you are Incapacitated.
When you activate this feature, and as a Bonus Action on subsequent turns, you can choose one willing creature you can see within the aura (including yourself). That creature is moved 15ft without provoking Opportunity Attacks.
Additionally, if a creature marked by your Hunter’s Mark spell starts its turn within the aura, it must succeed on a Strength Saving Throw against your Spell Save DC or be pushed 15 feet in a horizontal direction of your choice.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11: Windborne Hunter
When you cast Hunter’s Mark, you can channel the wind to lift you. For the duration of the spell, you gain a Fly Speed equal to your Speed and can Hover.
If the spell ends while you are aloft, you float gently to the ground at a rate of 60 feet per round for 1 minute, taking no falling damage.
Level 15: Protective Winds
As an Action, you can choose a number of creatures you can see within 60 feet equal to your Wisdom modifier. Each chosen creature is surrounded by whirling currents of air for 1 minute, granting the following benefits:
While affected, the ally gains resistance to bludgeoning, piercing, and slashing damage.
Whenever an affected creature takes damage, they can use their Reaction to expel the whirling currents of air, immediately moving up to their movement speed without provoking opportunity attacks. Once they use this Reaction, they lose the effects of the currents.
You can use this feature once, regaining the expended use on a Short or Long Rest.
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