Wind Runner (5e Class)

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Wind Runner[edit]

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

Creating a wind runner[edit]

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: Strength, Dexterity
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 Unarmored Movement
1st +2 Speed of the Wind Unarmorded Defense
2nd +2 Hit and Run, Unarmored Movement +10 ft.
3rd +2 Running Forms, Slow Fall +10 ft.
4th +2 Ability Score Improvement +10 ft.
5th +3 Extra Attack +10 ft.
6th +3 Wind’s protection +15 ft.
7th +3 Running Form Feature +15 ft.
8th +3 Ability Score Improvement +15 ft.
9th +4 Whirlwind +15 ft.
10th +4 Graceful Landing +20 ft.
11th +4 Running Form Feature +20 ft.
12th +4 Ability Score Improvement +20 ft.
13th +5 Freedom of the Wind +20 ft.
14th +5 Into the wind +25 ft.
15th +5 Running Form Feature +25 ft.
16th +5 Ability Score Improvement +25 ft.
17th +6 Aspect of the Wind +25 ft.
18th +6 Wind Brigade +30 ft.
19th +6 Ability Score Improvement +30 ft.
20th +6 Running Form Feature +30 ft.

Speed of the Wind[edit]

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. Starting at 1st level, you can use your bonus action to activate the speed of wind, granting you the following benefits:

  • You have advantage on Dexterity checks and saving throws.
  • Your speed increases by 5 feet times your proficiency modifier, and your jumping distance doubles.
  • You can move up to half your speed as a reaction when there is no hostile creature you can see adjacent to you.
  • When you attack a creature that was not within your reach at the start of your turn, you gain advantage on the first melee weapon attack roll, and your melee weapon attacks that use Dexterity deal an additional 1d6 damage.

If you are able to cast spells, you can’t cast them or concentrate on them while your Speed of wind buff is activated. This buff lasts for 1 minute or you can also end it on your turn as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Unarmored Defense[edit]

Your speed allows you to more easily dodge out of the way of attack, you gain an unarmored defense equal to 10 + your dexterity modifier + your wisdom modifier

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases as shown in the Wind Runner table.

Hit and Run[edit]

As you learn to use your speed to your advantage, you develop a knack for hit and run tactics. Beginning at 2nd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

In addition, you can take the Dash and Disengage action as a bonus action.

Running forms[edit]

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 7th, 11th, 15th, and 20th levels.

Slow Fall[edit]

Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Wind Runner level.

Ability Score Increase[edit]

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.

Extra attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wind’s Protection[edit]

At 6th level, you can use your connection with the wind to boost your defenses. You can cast warding wind as a bonus action and without requiring concentration or a spell slot. You can cast even when Speed of the Wind is active.

You can cast this spell a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Whirlwind[edit]

At the 9th 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 10-foot radius around you. Creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), taking 2d6 + half your Wind Runner level (rounded up) slashing damage and are pushed 10 feet back. this feature cannot be use for 1d4 turns after its previous use.

Graceful Landing[edit]

Starting at the 10th level the wind runner becomes more skilled at controlling the winds around them while they fall and can now prevent all damage from falling. you can use your reaction when you fall to reduce any falling damage you take to zero.

Freedom of the Wind[edit]

At 13th level, you can flow trough the air like wind. You gain the benefits of freedom of movement at will, always active.

In addition, you can access complete freedom by attuning with the nature of wind. You can cast the spell wind walk once, without spending a spell slot or using components. When you do so, you can't cast this spell again and you lose the benefits of freedom of movement until you finish a long rest.

Into the Wind[edit]

At 14th level, while you are Speed of the Wind you can literally run trough the air, effectively gaining a flying speed equal to your movement speed.

In addition, you no longer take damage from falling.

Aspect of Wind[edit]

At 17th level, your control over the wind now affects your own form, allowing you to merge with the winds for a short period. As a bonus action on your turn, you can take on the aspect of wind, gaining the following benefits:

  • When you take damage, you can use your reaction to reduce the damage by 1d6.
  • Your movement speed is doubled.
  • You gain resistance to all non-magical damage.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Wind Brigade[edit]

At 18th level, you reach the peak of your wind control, and can not only move faster trough the air, but also bring allies on the ride. As an action, you can reduce your flying speed by 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Dexterity modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

In addition, any Wind Runner feature that requires a bonus action can also be used as a reaction.

Running Forms[edit]

Thunder form[edit]

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.

Lightning Step

At 11th level the wind runner can as a bonus action send one willing creature within 5ft of themselves including themselves to teleport on as bolt of lightning to a spot in sight within 60ft of the Wind runner.

You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after finishing a long rest.

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. Taking this action increases the wind runner’s exhaustion level by 1.

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[edit]

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 so graceful and flexible in their running that they become unaffected by difficult terrain and are unaffected by effects of the sentinel feat.

Wind Warp

At 7th level the wind runner can as a bonus action teleport up to 120 feet to an unoccupied space that they can see.

You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after finishing a long rest.

Invisibility of Wind

At the 11th level when the speed of of wind buff is active 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[edit]

Prerequisites. To qualify for multiclassing into the Wind Runner class, you must meet these prerequisites: Dexterity 13

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