Zephyr (5e Class)

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A halfling woman rushes through the corridors of a noble's mansion, the guards hot on her tail. She runs up a flight of stairs, where more guards are waiting with their weapons drawn. Before the guards at the top of the stairs can blink, the halfling disappears, and they feel as if they have been struck by blades. The halfling runs out to the balcony, where the sentries aim their crossbows at her. To their surprise, the halfling woman seems to fly into the air over their heads. They aim their weapons at her again, only for the halfling to suddenly drop to the ground like a stone. Soon, she is lost and escapes off the property.

A human man and his companions are confronted by a lich. The undead beast croaks out a spell that starts to put them all under it's control, and they feel their consciousness slipping. The human blows a wind through his ranks, and they all come to their senses. The lich is infuriated by the failure of it's spell, and throws a bolt of malevolent magic at them. The human waves his arms, and a gust of wind blows that knocks away the evil spell. It is the human's turn to retaliate. He rushes forward, past the lich, who suddenly feels the blaze of fire engulf it's being.

A dragonborn faces against a horde of hobgoblins. Blows are traded between the dragonborn and his first opponent, until he dashes past and stops in front of another. The hob he stops in front of feels an incredible force hit all over, though only a breeze has blown on his front. The other hobs rush the dragonborn from behind, who thrusts his arms at them all. The hobs are all stopped cold by a powerful wind. The dragonborn has had enough of these jabbering rogues. He raises his arms, and a great wind blows around him. Stronger and stronger the wind blows, until a cyclone has formed, which scatters the hobs in every direction. The wind dies, along with the goblin horde, and the dragonborn continues on his way.

Warriors of Wind[edit]

Zephyrs are renowned warriors not necessarily known for their elegance in fighting, but surely for their style. Zephyrs are minor wind elementalists trained not to control the winds completely, but to shape it to their advantage. They are swift but brutal warriors when it comes down to it, flying into their opponents in battle. It is rare to come across a zephyr, considering not many are fond of adopting such a reckless style of fighting. But also because adopting the wind as your ally requires more than you might expect.

Creating a Zephyr[edit]

Why a Zephyr?

How did your character choose the path of becoming a Zephyr? Is it an old family secret? Did they seek out a master as a way of achieving some kind of understanding of the natural world? Were they trying to regain their combat prowess after an accident crippled them?

Quick Build

You can make a zephyr quickly by following these suggestions. First, put your highest scores into Dexterity and Constitution second chose the outlander background.

Class Features

As a Zephyr you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Martial Weapons, Longsword, Rapier, Scimitar
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Perception, Stealth, Sleight of Hand


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

  • (a) 1 Martial Weapon or (b) A Rapier
  • (a) A Quarterstaff and a scimitar or (b) Two Simple Weapons
  • (a) A Dungeoneer’s Pack or (b) An Explorer’s Pack
  • (a) Padded Armor or (b) Leather Armor

Table: The Zephyr

Level Proficiency
Features Surge Dice
1st +2 Wind Surge, and Unarmored Defense 3
2nd +2 Tailwind 3
3rd +2 Zephyr Path 4
4th +2 Ability Score Improvement 4
5th +3 Cross Breeze 4
6th +3 Wispy Grasp 4
7th +3 Path Ability 5
8th +3 Ability Score Improvement 5
9th +4 Liftoff 5
10th +4 Quick Drop 5
11th +4 Path Ability 6
12th +4 Ability Score Improvement 6
13th +5 Tailwind Improvement 6
14th +5 Like the Wind 6
15th +5 Path Ability 7
16th +5 Ability Score Improvement 7
17th +6 Wind of Change 7
18th +6 Path Ability 7
19th +6 Ability Score Improvement 8
20th +6 Last Breath 8

Wind Surge[edit]

At the 1st level, you can empower yourself with surges of force and wind, giving more power to your momentum. You gain access to a special die called Surge die, that you can use to fuel your wind abilities. You have a number of Surge dies equal to your Dexterity modifier + the number shown on the Surge Die column on the Zephyr table. You also learn the following zephyr ability:

Wind Movement

As a bonus action on your turn, you may roll a special die called surge die once per 10 minutes to increase your own movement speed on the ground for 10 minutes. The Surge Die increase is 1d4 x 5 (5 more feet on a 1, 10 more feet on a 2, etc.) The number of Surge Dice you have is shown in the Zephyr table. You regain expended Surge Dice after you finish a short or long rest. You may end this effect early as a reaction.

Unarmored Defense[edit]

At the 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.


At the 2nd level, you can spend one surge die and use your action to use the wind to propel yourself in any direction as a Dash action. Any creature that you move past within 5 feet has to make a Dexterity saving throw of 10 + Proficiency Bonus or take 2d4 + Dexterity Modifier slashing damage. Or take half damage on a successful save. This movement does not trigger opportunity attacks. When you use this as your action you are unable to take a Dash Action. When you reach 13th level, you can use Tailwind again as a free action for one more Surge Die.

Zephyr Path[edit]

At the 3rd level, a Zephyr must choose which path to take in becoming more adept with their powers. Whichever path you take, you gain abilities at the 3rd, 7th, 11th, 15th and 18th levels.

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.

Cross Breeze[edit]

At the 5th level, you may deflect the path of a non-magical projectile attack as a reaction. You must make a Dexterity saving throw upon using this ability. You take half damage on a failure, and no damage upon success. DC being 8 + (half of the damage of the projectile).

Wispy Grasp[edit]

At the 6th level, you gain proficiency in the Sleight of Hand skill. If you are already proficient in this skill, double your proficiency bonus for it.


At the 9th level, you are able to gain temporary flight ability with your Wind Surge. You are now able to propel yourself into the air at a rate of equal to your base speed + your Wind Surge boost. Once in the air, you may glide at a speed of 30. Tailwind can now be used mid-air (Tailwind can not be used to gain height)

Quick Drop[edit]

At the 10th level, you are able to quickly end the effects of Liftoff and drop to the ground for the use of one Surge Die. You also become immune to fall damage from up to 50 feet. Should you choose to land on top of an enemy, the enemy takes 1d4 + any fall damage you would take from the drop as bludgeoning damage

Like the Wind[edit]

At the 14th level, you gain advantage on Stealth checks. Your Tailwind ability may now be used to slip past patrols and sentries more easily, and you may choose whether or not it will deal damage to a target.

Wind of Change[edit]

At the 17th level, the damage from Tailwind now counts as magical for the sake of overcoming resistance.

Last Breath[edit]

At the 20th level, when you roll for initiative and have no Surge Die left, you gain one additional Surge Die.


The Chinook is a warm, gentle wind that blows with a certain magical property. Zephyrs who choose the Path of the Chinook become supportive allies who use their powers to harness magical energies into their gusty attacks.

Spring Breeze

At the 3rd level, a warm, rousing breeze wafts around the Zephyr. For the cost of one Surge Die, all creatures within a 25 foot radius are restored to their senses, becoming cured of Sleep and Charmed status effects.

Magic Waft

At the 7th level, the Zephyr has become attuned to the workings of magic in the air. They are now able to sense if a place or object has been enchanted with a spell, rune, curse, etc. But, only if they are within 15 feet of said place or object.

Wind Screen

At the 11th level, the power of Cross Breeze has been amplified. Now, in addition to deflecting non-magical projectiles, magical projectiles may be deflected as well.

Strange Wind

At the 15th level, the Zephyr has mastered the use of magic with their Tailwind attack. After using Tailwind, another Surge Die may be expended to add one elemental property to the attack. Each element chosen deals 2d6 of your choice of cold, fire, lightning or acid.

Divine Wind

At the 18th level, the Zephyr has learned to harness life-saving properties into their wind. Allies within a 45 foot radius who are hit with attacks that would be fatal can make a Constitution saving throw. On a success, they are left with one HP instead of zero.


The Gale is a powerful, ravaging force that can sweep away even the mightiest of foes. Zephyrs who choose the Path of the Gale become powerful warriors who have honed their power over wind into devastating strikes.

Great Gust

At the 3rd level, you now have a choice to change the damage of Tailwind to become either piercing or bludgeoning. The damage for the attack is still 2d4 + Dexterity Modifier.

Extra Attack

At the 7th level, you gain the ability to strike twice per Attack action.


At the 11th level, the Zephyr has learned how to reverse the effects of Tailwind. For the use of one Surge Die, the Zephyr can blast forth a gust of wind that can stop an enemy of medium size or smaller in their tracks. Enemies of large size or bigger are slowed down by 10 feet.

Slicing Squall

At the 15th level, you are able to stop directly in front of an opponent after using Tailwind to deal 3d4 + Dexterity Modifier slashing damage.


At the 18th level, you have learned a formidable technique. For the use of three Surge Die, you may conjure a sixty foot tall tornado with a forty foot radius. All enemies caught within take 4d12 damage, and must make a Dexterity saving throw, or be knocked prone. Only opponents who are giant are immune to being knocked prone.


Prerequisites. To qualify for multiclassing into the Zephyr class, you must meet these prerequisites: Dexterity 14, Constitution 12

Proficiencies. When you multiclass into the Zephyr class, you gain the following proficiencies: Martial Weapons, Light Armor

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