Base Class: Ranger
You've spent years training to master reading the wind currents and how to use it to your advantage.
Wind Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class.
3rd Jump
5th Gust of Wind
9th Fly
13th Locate Creature
17th Steel Wind Strike
Critical Wind
At 3rd level an attack roll of 19 or 20 counts as a critical hit.
Air reader
At starting at 3rd level you are able to know which direction the wind is blowing and if their are any hidden creatures within 30 ft. of you.
Archers Defense
At 7th level you gain resistance to any ranged spell and weapon attack, and any melee weapon attack on you has disadvantage.
Wind Arrow
At 11th level you gain the ability to enchant your arrows with wind magic, after a long rest a maximum of 15 of your arrows become +1 magic arrows and deal an extra 1d6 points of force damage.
Wind Welder
At 15th level you gain the following benefits and abilities.
-3 times per day you can make the air a solid platform on you can stand on with in 15 ft. above the ground.
-Twice per day you can make a normal hit a critical hit agenst one target outside.
-Resistance to force damage
-You have advantage on dexterity saving throws
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