Base Class: Ranger
Zephyrs are special Rangers that spend their lives learning use their magic to control the very air all breathe. This training is very different from others. While other Conclaves may require great physical prowess or mental fortitude, the Zephyr Conclave’s involves a more calm approach to guarding the fringes of nature and civilization.
Gaining influence over the forces of wind and air is achieved by learning to follow its movements, calmly flowing alongside it and bending to its whims, rather than attempting to enforce your will over it. As a result, members of this Convlave are commonly seen as aloof and carefree, quite literally “going with the flow.” But likewise, this leisurely mindset can shift just as quick as the wind itself, and throw other’s into a turbulent storm.
Zephyrs are most often called upon to protect ships on voyages through dangerous waters, as well as serve as guides to those who become lost in storms of any kind.
Zephyr Magic
You learn the gust cantrip.
You also learn an additional spell when you reach certain levels in this class, as shown in the Zephyr Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Zephyr Spells
RANGER LEVEL | SPELL |
---|---|
3rd | feather fall |
5th | gust of wind |
9th | fly |
13th | storm sphere |
17th | control winds |
Gale Blasts
You conjure raging winds to flow along side your attacks and strike with you as mighty blasts of air that can help control the battlefield. Once on each of your turns, when you hit a creature with a weapon attack, you can impose one of the following effects:
- It takes an additional 1d8 force damage.
- It must make a Strength saving throw against your spell save DC. On a failure, you can push it up to 10ft in any direction.
- It must succeed on a Dexterity saving throw or be knocked prone.
Force of Nature
When the world pushes you, your control of the air helps you to push back.
Starting at 3rd level, you have advantage on saving throws against effects that would force you to move, and you’re movement speed cannot be impeded by strong winds.
Wind Rush
You’ve gained greater influence over the air around you, allowing you to conjure strong bursts of air at will that can even carry you out of harms way.
Starting at 7th level, you can use your action to cause an instantaneous burst of wind to rush in 10ft sphere out from you. This strong wind disperses gas and vapor; extinguishes all open, non magical flames within range; and all objects that are neither held or carried and weigh no more than 5 pounds are pushed 10ft away from you. They aren’t pushed with enough force to deal damage.
Additionally at 7th level, whenever you take damage from a hostile creature, you can use your reaction to fly up to half your movement speed. This movement does not provoke attacks of opportunity. If you end this movement in the air, you fall at the start of your next turn.
You can take this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Whispering Breeze
The wind speaks to you, guiding your attacks and alerting your senses when your eyes fail you.
At 11th level, while you are not deafened or incapacitated, you have the following benefits:
- Creatures can’t gain advantage on attack rolls against you as a result of being hidden from you.
- You have advantage on checks and saving throws made to see through or resist illusions.
- After a hidden or invisible creature within 30ft of you makes an attack roll, you can use your reaction to make one weapon attack against that creature, provided it is not behind total cover.
- When casting a spell, you don’t need to see the target of your spell as long as it is not behind total cover.
You also lose these benefits while you are submerged in water or if you have any levels of exhaustion.
Air Mastery
You speak, and the air listens. You’ve perfected certain techniques of air manipulation, to the point that you can perform them effortlessly.
At 15th level, whenever you finish a long rest, choose one of the following spells: levitate, misty step, or silence.
You can cast the spell you choose at will, without expending spell slots. If the spell normally requires concentration, it does not require concentration when cast this way, but you can only cast it on one target at a time. If you attempt to cast the spell again, the spell immediately ends on any previous targets.
Previous Versions
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8/5/2020 3:49:43 AM
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Coming Soon
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It's 4 years later and I found your subclass just the other day. Did you tweak it any more or so privately or?
I'd allow the gale blast feature to have once per turn or even just "whenever an attack you do hits" or whatever the errata would be. The 15th lvl, I'd have thought you'd add zephyrs strike to it as well but oh well
Apart from that it's pretty solid of an build imo that im implementing into my games
New version changes:
Swapped Catapult for Feather Fall (Felt more appropriate and helpful)
Slightly tweeked Wind Rush, Whispering Breeze, and Air Mastery for balancing and avoid stepping on other Ranger abilities
Grammar fixes (just was bugging me)
Fixed Gust cantrip showing up as CHA based in character sheet