Windreaver (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Windreaver[edit]

Work In Progress


The wind does not yield. It flows, it carves, it endures. So must we.

Walkers of the Wind Path[edit]

Windreavers are warriors who have devoted their lives to the pursuit of perfect motion. Legends speak of the Wind Path—an esoteric martial tradition said to have been born atop the highest peaks, where mortals first challenged the wind itself. The tradition is not codified in books nor guarded by temples; it is passed from master to student, from motion to memory, in the hush between breaths. Those who walk the Wind Path are marked not by birthright or blood, but by obsession—the relentless need to move faster, strike cleaner, and stand unbound by the world’s weight. Over time, their discipline transcends the physical. Their steps grow silent. Their blades blur. And their bodies begin to shimmer like heat above stone, flickering in and out of the now.

Breathing the Weave[edit]

To master the Windreaver's art is to enter the Windweave, a flow state where thought, instinct, and body align into a single current. In this trance, time seems to slow for all but the Windreaver. Movements become effortless, momentum becomes weaponized, and the line between step and strike fades entirely. Initiates spend years learning to feel the air—how it curls around blades, dances across terrain, resists or yields to motion. Only then do they learn to cut through stillness itself. A Windreaver does not charge. They vanish, and arrive. They do not block. They redirect, flow around, or are simply not where the blade falls. Some believe Windreavers borrow the wind’s own will. Others insist it is simply the reward of endless, agonizing training. Windreavers themselves offer no answer—they are too busy moving.

Blades That Do Not Stop[edit]

Few can match the grace or lethality of a Windreaver in battle. They are whirlwinds of focused intent, weaving between strikes with blinding speed and vanishing into impossible angles. Every movement is deliberate, every step a calculation made instinctively. Their style is not showy—it is efficient, unerring, and devastating. But even more than their speed, it is their presence that unnerves. Standing still, a Windreaver seems like part of the breeze, easily forgotten. In motion, they are the storm itself. Though many Windreavers train alone, those who fight for causes are revered as champions—living myths who answer only to the wind. Whether defending the weak, dueling tyrants, or simply seeking the perfect step, each Windreaver walks their own path. And once they begin, they do not stop.


Creating a Windreaver[edit]

effbed6fc353e9dbcb0e1c9bf854bd27.jpg
A rare moment when one of them stays still.
By [1]
Quick Build

You can make a Windreaver quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on a weapon you use, followed by Constitution. Second, choose the hermit background. Third, choose Acrobatics and Athletics for your skills.

Class Features

As a Windreaver you gain the following class features.

Hit Points

Hit Dice: 1d10 per Windreaver level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Windreaver level after 1st

Proficiencies

Armor: Light armor, Medium armor,Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Perception, Insight, Investigation, Animal handling,

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • an explorer's pack
  • (a) Scale Mail or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Windreaver

Level Proficiency
Bonus
Features Windweave Uses Zephyr Stride Movement Speed
1st +2 Flash Step, Windward - -
2nd +2 Zephyr Stride, Windweave 2 +15ft
3rd +2 Way 2 +15ft
4th +2 Ability Score Improvement 3 +15ft
5th +3 Extra Attack 3 +15ft
6th +3 Way Feature 4 +30ft
7th +3 Evasive Reflexes 4 +30ft
8th +3 Ability Score Improvement 4 +30ft
9th +4 Way Feature 4 +30ft
10th +4 Calm Before The Storm 4 +45ft
11th +4 Slashing Wind 4 +45ft
12th +4 Ability Score Improvement 5 +45ft
13th +5 Way Feature 5 +45ft
14th +5 Guarding Gale 5 +60ft
15th +5 Way Feature 5 +60ft
16th +5 Ability Score Improvement 5 +60ft
17th +6 One With The Wind 6 +60ft
18th +6 Way Feature 6 +75ft
19th +6 Ability Score Improvement 6 +75ft
20th +6 Great Haste Unlimited +75ft

Flash Step[edit]

Starting at 1st level you learn an ancient technique known as a flash step seemingly blinking in and out of existence. After or before you perform an attack you can blink to any unoccupied space within 5ft of you. This teleportation can place you in range of the attack, even if you were not originally adjacent to the target. When you reach 10th level in this class you can blink to any unoccupied space within 10ft of you before or after the attack. Additionally if any feature of Windreaver calls for DC it is calculated using your Strength or Dexterity (whichever is higher) as follows:

Windreaver DC = 8 + your proficiency bonus + Strength or Dexterity (whichever is higher)

Whichever is used, it is referred to as a higher attribute later on in this class.

Windward[edit]

Beginning at 1st level you learn how to properly protect yourself against attacks using your weapon. As a reaction to being attacked, until the start of your next turn you gain your higher attribute modifier bonus to AC, including against the triggering attack. You can use this reaction amount of times equal to your proficiency bonus regaining usages when you finish a long rest. Additionally you can choose to reduce each distance of forced movement on you by 5ft. This reduction increases to 10ft at 10th level, 15ft at 15th level and to 20ft at 20th level.

Zephyr Stride[edit]

Starting at 2nd level you feel as thanks to your training your speed picks up. You ignore difficult terrain and you can move across liquids on your turn without falling during the move. Additionally you get a bonus to your movement speed equal to that as shown in the table in the Zephyr Stride Movement Speed column. Finally the pace you and up to 5 creatures are travelling in a day is doubled.

Windweave[edit]

Beginning at 2nd level you learn the technique of Windreaver - so called Windweave as you invest yourself in the power of an ancient wind. As a bonus action on your turn you enter the Windweave. While in Windweave:

  • Your movement speed and the distance you can travel with Flash Step is doubled,
  • You get a +1 bonus to your AC,
  • During your turns you get an additional action. That action can be used only to take the Dash, Disengage or Use an Object action. Additionally you can use your action and this additional action on your turn to make a melee attack against every creature within your reach. Your reach for this attack is increased by 5ft. When you reach 5th level in this class you can use the additional action for a single melee Attack.

Windweave lasts for 1 minute and ends early if you fall unconscious. You can enter the Windweave amount of times equal to usages listed in the Windreaver table, regaining usages when you finish a long rest.

Way[edit]

At 3rd level, you choose a Way that you strive to fulfill. The Way you choose grants you features at 3rd level and again at 6th, 9th, 13th, 15th, and 18th level.

Ability Score Improvement[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.

Evasive Reflexes[edit]

Starting 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. Additionally thanks to your fast reflexes you gain a bonus to initiative rolls equal to your proficiency modifier.

Calm Before The Storm[edit]

Beginning at 10th level your mind is a fortress. You cannot be charmed and are immune to being frightened. Additionally you don’t need to breathe as the wind accompanies you.

Slashing Wind[edit]

Starting at 11th level you learn how to cover your weapons using pressurised air. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 slashing damage.

Guarding Gale[edit]

Starting at 14th level you are always in control of the air around you. A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. You can control this wind speed if you wish to do so but its maximum is always 20 miles per hour. While the wind is moving at its maximum speed it grants you:

  • The area is difficult terrain for creatures of your choosing,
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind if you choose for them to do so,
  • The wind hedges out vapor, gas, and fog that can be dispersed by strong wind. It also extinguishes unprotected flames in its area that are torch-sized or smaller,
  • You get +1 bonus to your AC,
  • You become immune to fall damage.

One With The Wind[edit]

Beginning at 17th level you learn to let go and fly with the winds that always accompany you. You gain a flying speed equal to your movement speed. Additionally when you use additional action granted by Windweave you can make two attacks instead of one or dash twice. You can increase the number of attacks or dashes in this way the number of times equal to your proficiency modifier, regaining usages when you finish a long rest.

Great Haste[edit]

Starting at 20th level you become the master of the technique and at the peak of your martial prowess seemingly untouchable. You gain unlimited usages of Windweave and once you enter Windweave its duration is infinite, until you exit it. Additionally all attacks against you have disadvantage as you seem partially blurred thanks to your speed.

Ways[edit]

Way of the Steel Wind[edit]

Among the Windreavers, there are those who abandon subtlety in favor of pure, cutting purpose. These warriors walk the Way of the Steel Wind—a deadly martial art that treats motion as a blade, and the body as the whetstone on which it is honed. Where others dodge or deflect, Steel Wind practitioners carve through threats with relentless precision, using their speed not just to evade, but to strike from impossible angles. Their training blends the patience of a smith with the fury of a storm. Just as metal is tempered through fire and force, they believe the body must be honed by motion until it becomes a living weapon.

Each step of a Steel Wind is measured. Each blink through space is a calculated cut. They become impossible to pin down, shredding enemies with a flurry of strikes that seem to arrive before the swing begins. At the peak of their mastery, a Steel Wind vanishes from the world entirely—returning only to unleash a perfect storm of remembered death.

Steel Wind

Starting at 3rd level you learn how to use the most cutting of wind types. You gain proficiency in Smith’s Tools. If you already have proficiency in Smith’s Tools you gain expertise instead. Additionally after you use Flash Step one creature of your choosing within 5 feet of your starting or ending position receives slashing damage equal to your higher attribute modifier.

Armor Of Current

Beginning at 6th level you learn how to protect yourself with the wind that annoys your attackers. After an attack hits you, the creature that attacked you is pushed 10ft away from you. Each creature can be pushed in this way once per round.

Dashing Slash

Starting at 9th level you learn how to become the cutting wind yourself. As an action choose a straight line that begins where you are and ends in a number of feet equal to your movement speed on an unoccupied space. Each hostile creature within 5ft of that line must make a Dexterity saving throw or it receives your proficiency bonus number of d6 slashing damage. On a successful save the damage is halved. After using this feature you blink to the end of the line you chose. You can use this feature amount of times equal to your higher attribute modifier regaining usages when you finish a long rest.

Strength of Tornado

Beginning at 13th level you gain learn how to add an extra strength to your attakcs. First time you hit a creature in a turn it must make a Strength saving throw or it pushed it 10ft away from you and knocked prone.

Death By Thousand Cuts

Starting at 15th level you gain a greater control of the Steel Wind. While you are in Windweave after you damage a creature with a Steel Wind it receives your higher attribute modifier slashing damage.

Approaching Storm

Beginning at 18th level you have mastered the ultimate technique of the Steel Wind—a storm of strikes delivered in a single breath. As an action, you vanish from sight, slipping momentarily into an otherworldly state. While in this state, you cannot be targeted, affected, or perceived by any means, as though under the effects of the banishment spell, but you are not incapacitated. When you take this action, choose a number of attacks equal to 2 + your proficiency bonus. You may distribute these attacks among any number of creatures you can see within a number of feet equal to your movement speed, assigning one or more attacks to each. Each attack uses your weapon’s normal attack and damage rolls and has advantage. At the start of your next turn, you reappear in an unoccupied space within 5 feet of where you vanished. Immediately after reappearing, you unleash the chosen attacks as though they were all made simultaneously. These attacks strike regardless of the current position of your targets—they are guided by the memory of your intent. Once you use this feature, you can’t do so again until you finish a long rest.

Way of Protection[edit]

While most Windreavers race ahead like stormfronts, there are those who learn to anchor themselves—to channel the wind not as a blade, but as a barrier, a balm, a breath of relief in the heart of battle. These rare practitioners follow the Way of Protection, a sacred path devoted not to speed alone, but to preserving life through motion.

To them, the wind is a living force with two voices: the scream that carves stone and the whisper that bends the grass without breaking it. Through careful discipline and instinctive empathy, they learn to call upon restorative currents, interpose themselves between allies and danger, and redirect the flow of battle like a stream diverting around a stone.

Where they move, allies rise. Where they stand, harm is softened. And where they strike, the wind itself shields the wounded.

Many who walk this path are healers, guardians, or wanderers who once failed to protect what mattered—and have vowed never to fail again. Others were simply born with an unshakable instinct: to catch others when they fall.

Restorative Wind

Starting at 3rd level you learn how to bring out the healing essence out of the wind you summon. You gain proficiency in the Herbalism Kit. If you already have proficiency in Herbalism Kit you gain expertise instead. Additionally after you attack a creature choose a creature within 30ft of you. That creature regains hit points equal to the damage you dealt. You can use this feature amount of times equal to your higher attribute modifier regaining usages when you finish a long rest.

Protective Bubble

Beginning at 6th level you learn how to protect everyone around you. After you use Flash Step one creature of your choosing within 15 feet of your starting or ending position receives temporary hit points equal to your higher attribute modifier.

Wind Wall

Starting at 9th level you learn how to separate the battlefield using the wind. As an action you slash at the air - choose a straight line that begins at the point of your choosing within a number of feet equal to your half your movement speed (rounded up) of you and ends in the distance up to number of feet equal to your half your movement speed (rounded up) as you make a 15ft high windwall there. Each hostile creature within 5ft of that line must make a Dexterity saving throw or it falls prone and is pushed away from the line by 15ft. On success the creature stays in the place. The wall remains for 1 minute and an area within 10ft of that line is considered difficult terrain for hostile creatures. If a hostile creature tries to pass through the wall it must make a Strength Saving throw. On failure it receives bludgeoning damage equal to your higher attribute modifier and is pushed back 15ft away from the line. Additionally ranged attacks don’t pass through the wall. You can use this feature amount of times equal to your higher attribute modifier regaining usages when you finish a long rest.

Speedsurge

Beginning at 13th level you learn how to share your speed. When you are in Windweave, you can forgo your additional action to empower an ally instead. Choose one creature within 60 feet of you that can see or hear you. That creature immediately gains one of the following benefits of your choice:

  • It can make one melee weapon attack.
  • It can move up to its speed without provoking opportunity attacks.
  • It gains the benefits of the Dodge action until the start of its next turn.

You choose the benefit when you use this feature.

Counterbreeze

Starting at 15th level you become the master of prediction as you strike against the ones that try to harm your comrades. While in Windweave if a creature within a number of feet equal to your movement speed is hit with an attack, you can use your reaction to move in front of that creature and roll for the damage of your weapon. You reduce the damage the creature receives by the roll and deal the same to the creature that attacked it regardless of distance to it.

Wind of Change

Beginning at 18th level you have mastered the ultimate technique of inspiring your allies. As an action you call down a powerful gust that blows around every creature of your choosing within a number of feet equal to your movement speed. Each creature that this wind touches is considered to be dodging until the end of its next turn and immediately can move up to double its movement speed and make a single attack against a creature of its choosing. Once you use this feature, you can’t do so again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Windreaver class, you must meet these prerequisites: Strength 15 or Dexterity 15

Proficiencies. When you multiclass into the Voidhunter class, you gain the following proficiencies: simple weapons, light armor


Back to Main Page5e HomebrewClasses