Ranger
Base Class: Ranger

Windwalkers watch over the skies, seeking out threats that change the natural world through their powerful connection with the weather. Tornados that spring up out of nowhere, or unusually frequent storms, are often unexpected side affects of powerful magic or planar entities crossing into the material plane. As a windwalker, you are connected with the primal forces behind the strongest hurricanes and the gentlest breezes. As such, many windwalkers work with, or for, creatures from the Elemental Plane of Air and entities with domain over the weather or the very skies themselves.

Windwalker Magic

3rd-level Windwalker feature

You learn the gust cantrip if you don’t already know it. For you, it has the following benefits:

  • You can cast it as a bonus action, rather than as an action.
  • Its range increases by 30 feet when you reach 5th (60 feet), 11th (90 feet), and 17th level (120 feet).
  • You can attempt to push a Large creature with the spell. If you do so, it has advantage on its Strength saving throw.

You also learn an additional spell when you reach certain levels in this class, as shown in the Windwalker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Windwalker Spells

Ranger Level Spell
3rd expeditious retreatgust
5th warding wind
9th wind wall
13th storm sphere
17th control winds

Wind Speaker

3rd-level Windwalker feature

You learn to speak, read, and write Auran, and when you cast gust, you can choose one of the following effects, rather than an effect provided by the spell:

Updraft. You cause air currents swirl around a Large or smaller creature of your choice. Until the start of your next turn, that creature can make a running jump after moving only 5 feet, and its jump distance increases by 10 feet. If the creature falls during this time, halve the distance it fell when determining the falling damage it takes.

Uplift. One creature that you choose can immediately use its reaction to stand up from prone. If it is the creature's turn, it can spend 5 feet of movement instead of a reaction.

Duster (optional effect): You create a small whirlwind in a 5-foot cube. If there is loose material in the area, such as leaves or sand, the area becomes lightly obscured. The whirlwind lasts for 1 hour, or until it is disturbed by a moderate wind or some other physical disruption (such as a Large creature moving through its space).

I chose not to include this effect in the subclass as I feel it better fits the base cantrip, and as such intend to use a revised version of the spell in my own games. I encourage you to include it in either the feature or the cantrip as it provides some additional flavour and creativity, without adding too much power.

Mistral Strikes

3rd-level Windwalker feature

You can reinforce your attacks with wind, allowing them to strike targets that would normally be too far away. When you make a weapon attack on your turn, you can increase the attack's reach by 5 feet (if it is a melee attack), or its short range by 20 feet and its long range by 40 feet (if it is a ranged attack).

When you make an attack this way, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. 

Bolstering Winds

7th-level Windwalker feature

Once on each of your turns, when you move a creature or object, you can use magical wind to move it an additional 5 feet. If the target stops early from impacting an obstacle, the target and obstacle each take 1d4 bludgeoning damage for every 5 feet the target was moved (including the distance it failed to travel).

This extra distance increases at 11th level (10 feet), and 15th level (15 feet).

Empyreal Strikes

11th-level Windwalker feature

Your strikes are augmented by the power of the skies. When you use Mistral Strikes on an attack and hit, it deals an extra 1d8 lightning or thunder damage (your choice), and you can push the target up to 5 feet away from you. If the attack misses, you can immediately fly up to 10 feet without provoking opportunity attacks.

Blessing of the Zephyr

15th-level Windwalker feature

Your magic allows you to dance through a battlefield like a leaf on the wind. As a bonus action, you can cause fierce winds to whirl around you until the end of your next turn. For the duration, you gain the following benefits:

  • Attack rolls against you are made with disadvantage.
  • You gain a flying speed equal to your walking speed and can hover.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • When you make an attack using Mistral Strikes, its reach (if it is a melee attack) or range (if it is a ranged attack) is also doubled.

You can use this bonus action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. You can restore one use of this feature when you finish a short rest, or by expending a spell slot of 2nd level or higher (no action required).

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