Wind Weaver
Wind Weaver Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Wind
Weaver Spells table. The spell counts as a ranger spell for
you, but it doesn't count against the number of ranger spells
you know.
Wind Weaver Spells
Ranger Level Spell
3rd longstrider
5th gust of wind
9th fly
13th freedom of movement
17th control winds
Swift
By the time you choose this archetype at 3rd level, your
movements are as swift as the wind. You have advantage on
ability checks and saving throws to avoid or break free from
being grappled. While you are conscious, you fall at a rate of
60 feet per round and take no falling damage.
Rushing Wind
Also starting at 3rd level, the wind rushes with you and
empowers your attacks. When you make a weapon attack, the
range of the weapon increases, as wind lashes out from it. Its
range increases by 5 feet if it is a melee weapon, or its normal
range increases by 20 feet and its long range increases 80 feet
if it is a ranged weapon. In addition, the first time you hit a
creature with a weapon attack on your turn, the attack deals
an extra 1d4 force damage. When you reach 11th level in this
class, the extra damage increases to 2d4.
Lift
Beginning at 7th level, when you take the Dash action, you
gain the benefits of the Disengage action, and gain a flying
speed equal to your walking speed until the end of the turn.
You can also make one weapon attack as a bonus action this
turn.
Backdraft
Starting at 11th level, when you take the Attack action, if you
hit the same creature with at least two attacks as part of that
action, you can make another weapon attack against that
creature as part of the same action.
Whirling Wind
Starting at 15th level, when a ranged attack is made against
you, you can use your reaction to swirl wind around yourself,
imposing disadvantage on the attack. You must use this
feature before you know the outcome of the attack roll.
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