Wind Runner (5e Class)

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Wind Runner

When you run with the wind long enough then the wind may start to run with you


Creating a wind runner

A wind runner is a high mobility fighter who has high potential damage but low health

Quick Build

You can make a wind runner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the outcast background. Third, choose light armor and two light weapons able to be dual wielded.

Class Features

As a Wind Runner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Wind Runner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wind Runner level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, short sword,
Tools: cartographer's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from Perception, Acrobatics, Sleight of Hand, Persuasion, Investigation, Athletics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor
  • (a) short sword or (b) dagger
  • short sword
  • (a) 5 darts or (b) simple melee weapon

Table: The Wind Runner

Level Proficiency
Bonus
Features Speed Modifier increase(ft) Max Speed Modifier(ft) Speed buff duration(min) Exhaustion increase
1st +2 Speed of the wind 5 20 1 1
2nd +2 Hit and Run 5 20 1 0
3rd +2 Running forms 5 20 2 0
4th +2 Ability Score Improvement 5 30 2 0
5th +3 Whirlwind 10 30 3 1
6th +3 Wind’s protection 10 30 3 1
7th +3 Running form feature 10 40 4 1
8th +3 Ability Score Improvement 10 40 4 1
9th +4 Extra Attack 10 40 5 1
10th +4 15 50 5 2
11th +4 Running form feature 15 50 6 2
12th +4 Ability Score Improvement 15 50 6 2
13th +5 15 60 7 2
14th +5 Into the wind 15 60 7 2
15th +5 Running form feature 20 60 8 2
16th +5 Ability Score Improvement 20 70 8 1
17th +6 Lightning brigade 20 70 9 1
18th +6 20 70 9 1
19th +6 Ability Score Improvement 20 80 10 1
20th +6 Running form feature 30 90 10 1

Speed of the wind

You were born to go fast. Your speed exceeds that of all others. As a wind runner you are able to summon the power of the wind to increase your speed. As a free action you can engage the speed of the wind. every turn after this feature is engaged temporarily Increase your base speed by 5ft to a max of 20ft this lasts for 1 min at the end of the duration raise your exhaustion level by one. This increases as you level up as shown on the feature table. In addition, you may dash with a bonus action.

Hit and Run

As you learn to use your speed to your advantage, you develop a knack for hit and run tactics. Beginning at level 2, you may disengage with a bonus action and all single handed weapons can act as finesse weapons.

Running forms

At 3rd level, you choose a Running form that decides the fighting style of the wind runner. You can Choose between the Thunder form, and Tempest form all detailed at the end of the class description. Your choice grants you features at the level 3 and again at levels 7, 11, 15, and 20.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Whirlwind

At the 5th level the wind runner as an action can spin around causing the wind around them to swirl and form wind blades damaging all other creatures in a 10ft range the damage is equal to the (wind runner’s speed / 5 ) + their DEX modifier. The range increases 15ft at 15th level.

Wind’s protection

At 6th level the wind runner’s connection to the wind strengthens giving them a +1 dodge bonus to their AC. This bonus increases to +2 at 10th level then +3 at 15th level

Extra attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 18th level in this class.

Into the wind

At 14th level when the speed of wind movement buff is maxed the wind runner is able to run on air as if they had flight.

Lightning brigade

At 17th level when the speed of wind movement buff is maxed the wind runner can grant all allies within 60ft the max speed of wind movement buff for 1 min


Thunder form

This form specializes in dashing in between enemies dealing damage to multiple targets in short periods of time.

Thunder strike

At 3rd level the wind runner may as an movement and basic action choose an enemy 10ft away form them and dash to them and make an attack against them. They can then choose an other enemy 10ft away from the first target and dash and attack them. They can continue to dash to enemies making a single attack against then as long as they don’t dash back to a target they had just attacked. To clarify you can hit the same target multiple times as long as two other targets where attacked before they are attacked again. This action has a max number of targets of 4 at 3rd level, 6 at 7th level,8 at 11th level, 10 at 15th level, and 14 at 20th level.

Storm Spear

At 7th level the wind runner can as an action form a spear of lightning that is thrown in a line 100 feet long and 5 feet wide, in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Top velocity

At 11th level the wind runner can forgo one action and one movement action to max out their speed of wind movement buff

Onslaught Cyclone

At the 15th level as a full round action the wind runner can choose a target within 15ft of them and make multiple attacks on them equal to their speed/10. This action can only be done when the speed of wind buff is at the maximum speed and doing this action increases the wind runner’s exhaustion level by 1 and removes 1 min of the speed of wind duration.

Body of Lightning

At the 20th level the wind runner as a bonus action can when their speed of wind buff is active call down a bolt of lightning to cloak themselves in. While they are cloaked in lightning they get a +2 to their armor class and can twice per turn they can call a bolt of lightning to strike a target of your choice. A struck creature must make a Dexterity saving throw of 18. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. All attacks made while this feature is active gain an additional 2d6 electric damage. The cloak of lightning lasts for a number of rounds equal to their dex modifier plus their wis modifier.

Tempest form

This form imitates the uncontrollable nature of the winds and allows the user to overcome the obstacles that would slow them down

Sure footed

At 3rd level the wind runner becomes unaffected by non-magical difficult terrain

The uncaged wind

At 7th level the wind runner while speed of the wind is engaged their movement is unaffected by spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

They can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. they are also unaffected by The sentinel feat.

Invisibility of Wind

At the 11th level when the speed of of wind buff is maxed out the wind runner can as a bonus action become invisible for one round.

Tempest’s Force

At 15th level the wind runner while the speed of wind buff is active They can Call a wall of strong wind to rise from the ground at a point their choose within range. They can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wind runner can only have one wall up at a time.

When the wall appears, each creature within its area must make a Strength saving throw Of 10 + Dex modifier + Wis Modifier. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it

Body of Wind

At 20th level the wind runner can summon a minor air elemental to cloak themselves in. While cloaked the wind runner gets a +4 to their armor class And the air elemental can make two slam attacks each turn Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Multiclassing

Prerequisites. To qualify for multiclassing into the Wind Runner class, you must meet these prerequisites: DEX 18, WIS 14



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