Windwalker (5e Class)

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A windwalker uses the power of the natural currents to bring peace or destruction. He or she is either born with this power, leaded into it by temptation or other method.

Creating a Windwalker[edit]

When making a Windwalker, choose Dexterity and Charisma as your highest stats, followed by Strength.

Some important questions to ask yourself when making your biography:

-How did your character become attuned to wind? Did they do it to protect their loved ones, or to become stronger?

-Who was their master of attunement, and how were they involved? Was the master harsh, and judgmental on their work, or loving and caring? Did your Windwalker look up to them?

Class Features

As a Windwalker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Windwalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Windwalker level after 1st


Armor: light armor and shields
Weapons: simple weapons, longswords, rapier, longbow
Tools: Artisan's tools or thieves' tools
Saving Throws: Dexterity and Charisma
Skills: Pick two: Acrobatics, Athletics, Nature, Arcana, Perception, or Insight


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

  • Studded leather armor
  • (a) a longsword or (b) any simple melee weapon
  • (a) Shield or (b) A longbow and 20 arrows
  • (a) Explorer's pack or (b) Artisan's tools

Table: The Windwalker

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Wind's Presence
2nd +2 Wind Blast
3rd +2 Wind Walk, Spellcasting 2
4th +2 Ability Score Improvement 3
5th +3 Wind's Guidance 3
6th +3 Wind Charge 3
7th +3 Improved Wind Blast 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Wind Charge Improvement 4 2
10th +4 Wind Walk Improvement 4 3
11th +4 4 3
12th +4 Ability Score Improvement, Infusion 4 3
13th +5 Improved Wind Blast 4 3 2
14th +5 Wind Shield, Wind Charge Improvement 4 3 2
15th +5 Wind Walk Improvement 4 3 2
16th +5 Ability Score Improvement, Improved Wind Blast 4 3 3
17th +6 Wind Flurry 4 3 3
18th +6 4 3 3
19th +6 Ability Score Improvement, Infusion Improvement 4 3 3 1
20th +6 Wind Master 4 3 3 1

Wind's Presence[edit]

Starting at 1st level, you feel the flow of wind around you. If you spend 1 minute in concentration, you read the winds and learn the general location and number of all creatures in a 60-foot radius. You cannot detect creatures in other rooms or that are underwater. You can use this feature four times per long rest.

Wind Blast[edit]

Starting at 2nd level, you can use your action to shape the wind into a forceful blast. The ball shoots out of your palm, and is treated as a ranged spell attack. This will deal 1d6+Dexterity modifier on hit and the target makes a Constitution saving throw with the DC 8 + proficiency + Dex Mod, or is pushed 5 feet away from you on a failed save, on a successful save they are not pushed back. The damage improves to 2d6+Dex at 7th level, and increases the pushed distance to 10 feet. You may use Wind Blast once per long rest at 2nd level, and then gain an additional use at levels 7, 13, and 16.

Wind Walk[edit]

Starting at 3rd level, the wind underneath your feet makes you feel lighter. For 2 minutes, you can increase your walking speed by 5 and gain a flying speed of 15. This improves to 10 walking feet and 20 flying feet at 10th Level, and 15 walking feet and 25 flying feet at 15th Level. You can use this ability twice per long rest.


Cantrips. Starting at 3rd level, you gain 3 Cantrips. These may come from the Warlock or Druid spell lists. You must have the materials (if any) required.

Spells. As a Windwalker, your attunement to the wind allows the casting of spells. Windwalkers use Charisma as their spellcasting modifier. You know a number of spells equal to your Windwalker Level + Your Charisma modifier. These spells can come from the Warlock or Druid lists. These spells are recorded in your Tome of Wind, a special book all Windwalkers begin with. You cannot copy additional spells into the book without the help of a feat.

Wind's Guidance[edit]

Starting at 5th Level, the winds will help you along your adventures. By concentrating for an five minutes you can summon a wind elemental that may only answer questions and may not participate in combat. The elemental will answer up to two simple questions (at your dm's discretion). You may use this ability once per long rest.

Wind Charge[edit]

Starting at 6th level, you may make a special charge attack. You may move up to half of your movement speed, rounded up, in a straight line and can make one attack. this attack deals an extra 1d4 force damage. This damage increases to 1d6 at 9th level, and 1d8 at 14th level. You may use this 3 times per long rest, and an extra time at the cost of 1 level of exhaustion.


Starting at 12th level, You can expend a bonus action to infuse your weapon with wind for 1 minute. Your weapon deals an extra 1d4 force damage, and push a creature 10 feet from you. This damage improves to 1d8 at 19th level. You may use this ability once, and must complete a short or long rest before using this feature again.

Wind Shield[edit]

Starting at 14th level, you wrap yourself in a veil of wind. You gain 1 AC + half your Dexterity modifier, rounded up.

Wind's Flurry[edit]

Starting at 17th level, you may, as a full action, attack a number of time's equal to your Dexterity Modifier. Each attack deals half damage, rounded up. After using this ability, you are immobilized until the end of your next turn. You may use this ability a number of times equal to your Charisma Modifier per long rest.

Wind Master[edit]

Starting at 20th level, you become a master of the wind. You gain the following:

  • Wind Companion. Once per long rest, you can summon a medium air elemental creature to fight for you. This elemental is as it is per the Monster Manual. The creature lasts for 1 hour. You may dismiss it as a bonus action. It acts on a separate initiative from your own. You may summon this air elemental twice per long rest.
  • Last Breath. When you make an attack against a flying creature, you may make a slam attack to knock them to the ground. You must take this attack at a disadvantage. If you hit this attack, the creature is knocked 20 feet downward.The save DC for this is 10 + your strength mod. If you knock a creature fully to the ground, the creature takes 4d6 bludgeoning damage. You may use this feat once per short rest.
  • Spell Familiarity. Choose a 1st level Warlock or Druid spell. You can cast that spell at its lowest level without expending a spell slot.
  • Lightstep. You gain a swimming speed of 30ft, can breathe underwater, and gain a climbing speed of 25ft. You can also jump vertically a distance equal to your Dexterity modifier times ten. (A +4 is equivalent to 40ft.) You also no longer take fall damage if the fall was less than 40ft.


To multiclass into a windwalker, you must seek out a Windmaster to imbue you with wind. This process takes a full day.

Prerequisites. To qualify for multiclassing into the windwalker class, you must meet these prerequisites: 13 Dexterity, and 10 Charisma

Proficiencies. When you multiclass into the windwalker class, you gain the following proficiencies: light armor, simple weapons, longsword, rapier, longbow, one skill from the class's skill list.

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