Zephyr Nomad
Zephyr Nomads epitomize freedom and relentless energy, channeling the untamed spirit of desert winds. As wanderers of endless dunes, they harness shifting air currents for swift combat maneuvers and unpredictable battlefield control. Born of ancient tribes who revered the desert’s breath, each Nomad blends martial grace and elemental mastery. From scattering foes with miniature sandstorms to propelling allies across perilous terrain, their presence transforms chaos into a kinetic dance. Relentlessly adapting, they embody the desert’s dual nature: serene calm and devastating tempest.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Gust Step
You step on the wind itself to reposition.
Wind’s Embrace
Harness a gale to whisk you across the battlefield.
Sandblight
Create a choking cloud of dust around a target point.
Whirling Kick
Deliver a spinning kick powered by gusting winds.
Must be unarmored
Zephyr Lash
Extend a scimitar or shortsword strike with a blast of air.
Wielding a scimitar or shortsword
Desert’s Barrier
Summon swirling sand to shield yourself.
Cyclone Surge
Unleash a violent gust in a radius around you.
Aerial Sprint
Become a blur of motion, uncoupled from terrain.
Transformations
Wind Avatar
You become living wind, your form shimmering with energy.
Resistance to bludgeoning, piercing, slashing, Your walking speed increases by 20 feet
Gust Step costs 0 Wind Points
You can’t use weapons or cast spells requiring somatic components
Sandstorm Form
You merge with swirling sands, becoming a tempest of grit.
You and allies within 10 feet gain half cover, Enemies end turn adjacent to you take 1d6 slashing damage
As an action, create a 10-foot-radius cloud that heavily obscures and slows (save Dex), lasts 1 round
You can’t be grappled but can’t attack with weapons
Zephyr Ascendant
You ascend beyond mortal wind, a tempest incarnate.
Fly speed 60 feet, Immunity to prone and difficult terrain
As an action, unleash Shockwave: 30-foot radius, 4d8 force damage (Dex save half), Gale Propulsion: bonus action to teleport 60 feet
After it ends, you’re stunned until your next turn
Auras
Gale Corridor
A pathway of swirling wind surrounds you, guiding allies.
+5 feet speed; ignore difficult terrain
Bonus Action
This aura can be toggled on or off.
Sand’s Embrace
A swirling grit fills the area around you, shielding allies.
Advantage on Stealth; half cover vs ranged
Action
Whispers of the Wind
Your winds whisper warnings to allies.
Allies can impose disadvantage on one attack vs them per round
Class Features
Wind Affinity (Level 1)
Agile Currents (Level 2)
Desert Survival (Level 5)
Gale Corridor (Level 8)
Resource Cost: 2 Wind Points
Prerequisite: Agile Currents
Sand’s Embrace (Level 12)
Resource Cost: 3 Wind Points
Prerequisite: Gale Corridor
Whispers of the Wind (Level 16)
Prerequisite: Sand’s Embrace
Avatar of the Desert (Level 20)
Prerequisite: Whispers of the Wind
Ready to Explore More Class Options?
Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!
Register to unlock spellcasting details, subclass features, and class-specific quests!
Sign Up Now - It's Free!No credit card required. Start exploring in minutes!