Windwaker
"Through the mountains,
And o'er the seas,
The wind is calling thee.
By sun and sky,
or moon and stars,
The ways, you'll travel,
Near and far." - An ode to the Windwakers
Windwaker Magic
You learn the following spells as you level up in this class. These are treated as ranger spells for you, and do not count against your spells known.
Level | Spell |
---|---|
3rd | Featherfall, Gust |
5th | Warding Wind |
9th | Wind Wall |
13th | Summon Elemental (air only) |
17th | Control Winds |
Air Dash
Starting at 3rd level, you can take the Dash action as a bonus action. Until the end of your turn, attacks made against you in response to your movement are made with disadvantage.
Rushing Wind
Starting at 3rd level, once per turn, on a hit with an attack roll against a Large or smaller creature, you can force them to make a Strength saving throw against your spell save DC. On a failure, the target is pushed back 15 feet, and, on hitting a solid surface after moving at least 5 feet (such as a wall), the target takes an extra 1d8 bludgeoning damage.
Riding the Wind
Starting at 7th level, when you take damage, you can use your reaction to summon the wind to your defense and halve the damage from the triggering instance. After damage resolves, you can move in a straight line away from the source of damage an amount up to your movement speed. This movement does not provoke attacks of opportunity.
You may use this feature a number of times up to your proficiency bonus. You regain any expended uses upon completing a long rest.
This feature cannot reduce psychic damage.
Stormwarden
Starting at 7th level, once per turn, when you hit a creature with a weapon attack, you can choose to deal 1d6 lightning damage to the target and to another creature within 5 feet of the target.
This extra damage increases to 2d6 lightning damage at 14th level.
Arching Shot
Starting at 11th level, once per turn, when you miss on a weapon attack, you can reroll the attack roll, provided you can see the target. You use the new value regardless of the result.
Mantle of Sky
At 15th level, you can use a bonus action to be as one with the wind for 1 minute- during which you gain the following:
- You have a fly speed of 60 feet
- Rushing Wind can be used twice per turn
- You can spend 5 feet of movement to automatically break away from a grapple
- Creatures you designate within 120 feet on activating this feature gain 10 additional feet of movement for the duration
Once you use this feature, you can't use it again until you finish a short or long rest.
Acknowledgements
Artist Accreditation
the artwork is "Song of the Blue Bird", by Trung TH
Special thanks to...
- Selford Fog for their feedback and suggestions
Other brews by me
Note: They're all on GMBinder.
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Altered 5e Ranger: a variation on the 5e ranger class.
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Martial Prowess | 5e Combat Supplement: provides additional options for martial classes.
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5e Background: House of Fools: a background revolving around playing cards.
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5e Psion: a swing I took at making a psionic class.