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Wind Runner

Wind Runner’s Gift Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as ranger spells for you, but don’t count against the number of ranger spells you know. Ranger Level Spell 3td fog cloud 5th gust of wind 9th wind wall 13th greater invisibility 17th conjure elemental Whisper of the Breeze At 3rd level, your affinity to the primal element of air allows you to speak to the wind, calling it to serve your purpose. Whenever you take the Attack action, you can choose to guide the wind in different ways. Each time you do so, choose one of the following options: • Arcing Gust: Once, when a ranged attack misses this turn, you can use your reaction to whistle, guiding the projectile towards a new target. Reroll the attack roll against a different target within 30 feet of the original target. • Hurricane Shout: You take a deep breath, preparing to unleash the tempest. When a creature takes damage from a melee attack during this turn, you can use your reaction to let loose a buffeting yell. One creature of your choosing within 15 feet of you must make a Strength saving throw against your ranger spell save DC. If it fails, it takes 1d6 force damage and is pushed back 10 feet or knocked prone (creature’s choice). • Sky Dance: You enter a defensive stance until the start of your next turn, exhaling to call the wind to your back. While you are in this stance, each time a creature misses you with an attack or you succeed on a Dexterity saving throw, you can move up to 10 feet without provoking opportunity attacks. Misty Mountain Also at 3rd level, your dedication to this path has taken you to the highest places, sharpening your senses and training you to survive. You ignore disadvantage on Perception checks and are always acclimated to high altitudes. Falling damage you take is reduced by an amount equal to five times your ranger level, to a minimum of 0. Eye of the Tempest At 7th level, your grace is supplemented by the whims of the breeze as you turn against your earthly origins. You do not provoke opportunity attacks while flying. When you make a Dexterity saving throw, you can use your reaction to immediately fly a number of feet equal to your walking speed. If this movement would take you out of the range or area of the effect that forced you to make the saving throw, you gain advantage on the saving throw. Voice of the Whirlwind At 11th level, you speak plainly with the wind itself, and it answers in earnest. The options granted to you by your Whisper of the Breeze feature improve in the following ways: • Arcing Gust: If the attack misses the secondary target, you can choose to reroll the attack against the original target. • Hurricane Shout: If the creature fails the saving throw, it is pushed back 20 feet or are knocked prone (creature’s choice). If the creature is knocked prone or impacts a surface due to this movement, it takes an additional 2d6 force damage. • Sky Dance: The first time you move due to this stance, your spirit charges with power, causing your next attack to deal an extra 2d8 lightning damage. Skyward Ascension At 15th level, you are no longer bound to the earth that once hindered you. You can take the Dash action as a bonus action. When you take the Dash action, you gain a flying speed equal to your walking speed until the start of your next turn. Whenever you voluntarily move while it is not your turn, you can choose to fly an equal distance instead.

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