Zephyr Warrior - Ranger Archetype

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Zephyr Warrior

Zephyr Warrior

Those rangers adept at moving like a swift breeze capable of striking with such subtlety that they avoid being stained by even a drop of their rivals' blood. Untouchable and fast, this is the first thing people say when they see you doing your job.

Zephyr Discipline

3rd-level Zephyr Strike feature

You learn the green-flame blade cantrip if you didn't already know it. When you cast it, your weapon catches fire from the friction with the air.

Additionally, whenever you are concentrating on zephyr strike, you gain the following benefits:

  • After your first turn with the effects of zephyr strike, your walking speed increases by a number of feet equal to 5 times your proficiency bonus.
  • Once per turn, zephyr strike's extra damage die is applied to the first attack roll on your turns, instead of just the first turn.
  • This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • If you cast green-flame blade and it is under the effects of zephyr strike, the second creature affected by green-flame blade takes the additional damage of zephyr strike.

Wind Tactics

7th-level Zephyr Strike feature

You better develop the tactics of the Zephyr Warriors, gaining unique ways to confront your enemies. You gain one of the following features of your choice:

  • Impossible Leap. As a bonus action, you can give yourself flying speed equal to your walking speed that lasts until the end of this turn.
  • Rules of Nature. If you hit someone with green-flame blade and the creature has resistance to fire damage, you ignore that resistance. If you take the elemental adept feat you can ignore immunities.
  • Untouchable. You gain advantage on skill checks and saving throws against and to end the grappled and restrained condition on yourself.

Turbulence

11th-level Zephyr Strike feature

You move so fast that the wind around you makes it difficult for your enemies to aim and act well, as well as helping you defend yourself. While you are concentrating on zephyr strike, you gain the effects of warding wind.

Evasion

15th-level Zephyr Strike feature

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Created By: Amon, por "Reino de Arkania"