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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