Ranger
Base Class: Ranger

Windfarers are the namesake given to Rangers who have a peculiar affinity with the element of air. Able to shape the winds to improve their aim and swiftness, they are as often found aboard rugged ships as they are atop stormy mountains, braving the other elements with alacrity and precise adaptation.

Level 3: Guiding Gales

The winds guide your hands with every blow struck with your weapons, granting you the following benefits.

Flying Arsenal. The reach of your Melee weapons increases by 10 feet, and the normal and long range of your Ranged weapons increases by 30 feet.

Clutch of the Wind. You can keep your hands free while wielding weapons, but the weapons fall to the ground if you wield a different weapon or a shield while your hands are free.

Turbulent Strikes. Once per turn, when you hit a creature with a weapon, the winds can increase the weapon or ammunition's velocity, causing an additional 1d6 of the weapon's damage type.

At Ranger level 11, when you deal the Turbulent Strikes additional damage, you can choose a different creature within 30 feet of the original target, dealing 1d6 of the weapon's damage type.

Level 3: Wind Whisperer

You always have the Elementalism spell prepared.

When you use the Beckon Air effect of your Elementalism spell, you can modify the effect to create a small whirlwind in a 5-foot Cube area for 1 minute. This whirlwind can lift up a Tiny creature or an object that is not being worn or carried weighing no more than 5 pounds. An unwilling creature must succeed on a Strength saving throw against your spell save DC or gains the Grappled condition for the duration of the spell. A Grappled creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success. As a Bonus Action, you can move the whirlwind 30 feet in any direction, alongside any Tiny object or creature with the Grappled condition inside the whirlwind.

Level 3: Windfarer Spells

When you reach a Ranger level specified in the Windfarer spells table, you thereafter always have the listed spells prepared.

Windfarer Spells
RANGER LEVEL SPELLS
3rd Feather Fall
5th Gust of Wind
9th Wind Wall
13th Freedom of Movement
17th Destructive Wave

Level 7: Rider of the Storm

When you use the Elementalism spell to create a whirlwind, you can expend a use of your Favored Enemy while casting the spell to bolster its size and strength. The whirlwind occupies a 10-foot Cube area and can carry a number of Medium or smaller creatures or objects up to your Wisdom modifier (minimum of 1). The whirlwind lasts 10 minutes or until you cast the Elementalism spell again, if it is beyond 120 feet from you, or if you dismiss it (no action required). The whirlwind grants the following benefits.

Wind Rider. You and allies inside the whirlwind's area can use the whirlwind as a mount with a flying Speed of 60 feet and can hover, but you and allies harmlessly fall to the ground at the end of a turn. Only you can control the whirlwind as a mount while you are carried by it. While inside it, you and creatures of your choice gain Advantage on Dexterity saving throws.

Battering Winds. An enemy who enters the whirlwind's area or starts its turn there must succeed on a Strength saving throw against your spell save DC or take 1d6 Bludgeoning damage and gain the Grappled and Restrained conditions. Medium or smaller flying creatures have Disadvantage against the saving throw. While Grappled, the creature takes 1d6 Bludgeoning damage at the start of each of its turn. A creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success.

While not being carried yourself, as a Bonus Action, you can move the whirlwind 60 feet in any direction, alongside any Medium object or creature carried.

Level 11: Airborne

You no longer require Concentration when you cast your Gust of Wind or Wind Wall spells.

Moreover, when you cast either of those spells, you and creatures of your choice can be unaffected by it. Instead, you and those creatures who enter those spells' area or start their turn there gain an additional 20 feet of movement and no longer provoke Opportunity Attacks until the end of the next turn.

Level 15: Master of Storms

When you expend a use of your Favored Enemy while casting the Elementalism spell to create a whirlwind, it now occupies a 20-foot Cube area. The whirlwind now lasts 1 hour or until you cast the Elementalism spell again, if it is beyond 150 feet from you, or if you dismiss it (no action required). Its flying Speed increases to 90 feet. You and allies using the whirlwind as a mount no longer fall to the ground at the end of a turn. The whirlwind can now affect Large or smaller creatures or objects, and an enemy takes 2d6 Bludgeoning damage when it fails its Strength saving throw and at the start of every subsequent turns.

While not being carried yourself, as a Bonus Action, you can move the whirlwind 90 feet in any direction, alongside any Large object or creature carried.

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