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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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