Wind Walker
Fury of the Skies
Of all the forces of nature, few are more primal than the wind. Your deep connection to the air around you, the most vital source of life, enables you to both give and take that life. Your will can knock down trees or restore breath to the gasping. The sky is yours, and nothing can slow you down.
Subclass Features
Blow By Blow
3rd-level Wind Walker feature
The air around you aids your strikes. When you take the Attack action and hit a creature on your turn, you can cause one of the following effects to occur:
- The creature takes an additional 1d4 cold damage.
- The creature is moved up to 5 feet in any direction of your choice.
- The creature has disadvantage on the next attack roll it makes.
- The creature has disadvantage on the next Dexterity saving throw it makes.
You can use no more than one of these effects on each attack, and you cannot use the same effect twice on the same turn.
At 11th level, the additional cold damage increases to 2d4, and the distance the creature is moved increases to 10 feet.
Storm Step
3rd-level Wind Walker feature
You move like the wind. If you occupy a space on your turn where the wind is blowing at least 5 miles per hour, your speed increases in feet by a number equal to the speed of the wind in that space in miles per hour until the end of your turn. If you pass through several spaces affected by different wind speeds, use only the highest number, the speeds do not stack.
While you benefit from this feature, your movement doesn't provoke opportunity attacks.
Wind Walker Magic
3rd-level Wind Walker feature
You learn the gust cantrip if you don’t already know it. When you cast it, the wind in your space blows at a speed in miles per hour equal to 5 times your proficiency bonus until the end of your next turn.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Wind Walker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Wind Walker Spells
Ranger Level | Spell |
---|---|
3rd | armor of Agathys |
5th | warding wind |
9th | wind wall |
13th | ice storm |
17th | control winds |
Gale Force
7th-level Wind Walker feature
When you use the gust cantrip to move an object, you can move objects that weigh up to 10 times your Ranger level in pounds, and you can move them up to 30 feet in any direction you choose.
If you target a creature with the spell, you can restore hit points to that creature equal to 2d6 + your Wisdom modifier. You can restore hit points in this way a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Tornado Rider
11th-level Wind Walker feature
You gain a flying speed equal to your walking speed, and can hover. Any creature who occupies a space directly beneath you while you are flying or starts its turn there must make a Strength saving throw or be knocked prone.
You can also cast feather fall at will, without expending a spell slot or requiring verbal or material components.
Mistral Master
15th-level Wind Walker feature
You have immunity to cold and bludgeoning damage.
Additionally, you also have advantage on attack rolls against any creature that has taken cold damage since the start of your last turn. If you hit a creature with an attack that benefits from this feature, you gain temporary hit points equal to the damage dealt.