Ranger
Base Class: Ranger

Windwalkers learn to shape the winds with their hands and ride them to lands as yet unseen. Those who walk this path in the forgotten realms often are followers of the deity Shaundakul, known as "The Helping Hand" and "Rider of the Winds", a god of traveling and travelers, exploration, caravans, the wind, portals, and portal-walking as well as mining and miners, in other settings similar deities would be fitting of those who walk this path and wish to honor the source of this gift. Most are simply rangers or multiclass clerics, some bards and sorcerers also multiclass into this class, but rarely do any other classes attempt to walk this path.

Windwalker Magic

3rd-level Windwalker feature

You 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 Spells
3rd feather fall
5th misty step
9th gaseous form
13th storm sphere
17th control winds

Soft fall

3rd-level Windwalker feature

A windwalker always receives some support from the winds. While you are always treated as if under the effects oi a feather fall spell.

Swift As The Wind

3rd-level Windwalker feature

Your connection to the swift winds of the world around you allow you and those you keep in your company to move as quick as the winds them self, granting you the following benefits:

  • You have advantage on Initiative.
  • While traveling alone or in a group, you and your group can move at a fast pace without suffering any penalty to passive Wisdom (Perception) scores.

Windsong

7th-level Windwalker feature

As a bonus action, You can churn the air in a 30 foot radius from yourself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except yourself) must make Constitution check (DC = 10 + 1/2 your ranger level, rounded down, + your wisdom modifier) to maintain concentration, to cast spells or perform any activity that requires concentration. Creatures within 60 feet of you are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout its entire area, and functions as a countercharm (as the bard ability) for all creatures within the zone of churning air. This effect ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Also, If you can’t already, you learn to speak, read, and write Auran.

Wind Rider

11th-level Windwalker feature

Your mastery over the winds has allowed you to ride upon them, as if one with the wind. Granting you the following benefits:

  •  You can sense the presence of a portal using the disruption in the flow of air to do locate it. As an action, you detect the distance and direction to the closest portal within 1 mile of you. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

  • You can cast wind walk requiring no material components a number of times equal to half your proficiency bonus, rounded down. You regain all uses of this feature when you finish a long rest.

Great Wind Sword

15th-level Windwalker feature

You can cast investiture of wind without expending a spell slot and as if you had it prepared.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

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7/4/2021 8:31:53 PM
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