New Ranger Subclass
Wind Walker
Feeling a deep connection to the air around them, some rangers reach out through their magical connection to the sky and learn to control the winds. The wind becomes a potent force in battle, as well as helpful untilty for the ranger. Most Wind Walkers prefer to be under the open sky, rather than being indoors. This causes them to be outcasts or hermits, as they don't feel comfortable in most towns and cities.
Gust of Wind
3rd-level Wind Walker Feature
You have learned to become one with the air around you, and can use it to assist you in battle.
Once on each of your turns, you can seize the air and compel it to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack’s target takes 1d6 extra damage as the wind speeds your attack.
- The attack’s target must succeed on a Strength saving throw against your spell save DC or be blow by the wind to 15 feet horizontally in a direction of your choice.
- You are blown by the wind 5 feet horizontally in a direction of your choice.
Airbending
3rd-level Wind Walker Feature
You learn the gust cantrip if you don’t already know it. When you cast it, it has a range of 60 feet and you can cast it as an action or as a bonus action.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | feather fall, gust |
| 5th | warding wind |
| 9th | wind wall |
| 13th | freedom of movement |
| 17th | control winds |
Let Go Your Earthy Tether
7th-level Wind Walker Feature
You can call upon the wind to lift you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Howling Gale
11th-level Wind Walker Feature
Your control over the air grows mightier in the following ways:
- The damage of Gust of Wind increases to 1d8.
- If a creature fails its saving throw against being moved by your Gust of Wind feature, you can also cause the wind to knock the creature prone.
- When you are moved by your Gust of Wind, it gives you half cover until the start of your next turn.
Empty and Become Wind
15th-level Wind Walker Feature
You can discorporate into the air, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into thin air and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wind Walker Mounts
Because their flight is slow and limited, Wind Walkers commonly befriend flying mounts to get them closer to the sky.
