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

Hit Die d8
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light armor
Weapons Simple weapons, Scimitar, Shortsword
Tools Choose one: Musical instrument, Herbalism kit
Skills Choose two from Acrobatics, Athletics, Nature, Perception, Stealth

Starting Equipment

• Light armor
• Hide armor
• Scimitar
• Shortsword
• Explorer’s pack
• Dungeoneer’s pack
• Choose one: Musical instrument, Herbalism kit

Class Resources

Wind Points 5 (Long rest)

Class Abilities

Martial Abilities

Resource Wind Points (d6)
Gust Step
Bonus Action 1 Wind Point Level 1

You step on the wind itself to reposition.

Utility Effect
Duration: You teleport up to 15 feet to an unoccupied space you can see, without provoking opportunity attacks.
Wind’s Embrace
Action 2 Wind Points Level 2

Harness a gale to whisk you across the battlefield.

Utility Effect
Duration: Teleport up to 30 feet to a visible empty space. After arriving, you may push one creature adjacent to you 5 feet.
Sandblight
Action 1 Wind Point Level 3

Create a choking cloud of dust around a target point.

Control Effect
Saving Throw: Dexterity
Conditions: Blinded
Duration: 1 round
Whirling Kick
Action 1 Wind Point Level 3

Deliver a spinning kick powered by gusting winds.

Prerequisites:

Must be unarmored

Damage Effect
Damage: 1d6 bludgeoning (+1d6 at level 11)
Conditions: Prone
Duration:
Zephyr Lash
Action 1 Wind Point Level 5

Extend a scimitar or shortsword strike with a blast of air.

Prerequisites:

Wielding a scimitar or shortsword

Damage Effect
Damage: 1d8 slashing (+1d8 at level 11)
Desert’s Barrier
Reaction 2 Wind Points Level 7

Summon swirling sand to shield yourself.

Buff Effect
Duration: You gain +2 AC until the start of your next turn
Cyclone Surge
Action 3 Wind Points Level 9

Unleash a violent gust in a radius around you.

Control Effect
Saving Throw: Strength
Conditions: Prone
Duration:
Damage Effect
Damage: 2d6 bludgeoning (+1d6 at level 17)
Aerial Sprint
Bonus Action 2 Wind Points Level 11

Become a blur of motion, uncoupled from terrain.

Utility Effect
Duration: Your movement this turn doesn’t expend movement, and you gain climb and swim speeds equal to your walking speed

Transformations

Wind Avatar
1 minute 3 Wind Points Level 6

You become living wind, your form shimmering with energy.

Changes:

Resistance to bludgeoning, piercing, slashing, Your walking speed increases by 20 feet

Special Actions:

Gust Step costs 0 Wind Points

Limitations:

You can’t use weapons or cast spells requiring somatic components

Sandstorm Form
1 minute (Concentration) 4 Wind Points Level 10

You merge with swirling sands, becoming a tempest of grit.

Changes:

You and allies within 10 feet gain half cover, Enemies end turn adjacent to you take 1d6 slashing damage

Special Actions:

As an action, create a 10-foot-radius cloud that heavily obscures and slows (save Dex), lasts 1 round

Limitations:

You can’t be grappled but can’t attack with weapons

Zephyr Ascendant
1 minute 5 Wind Points Level 18

You ascend beyond mortal wind, a tempest incarnate.

Changes:

Fly speed 60 feet, Immunity to prone and difficult terrain

Special Actions:

As an action, unleash Shockwave: 30-foot radius, 4d8 force damage (Dex save half), Gale Propulsion: bonus action to teleport 60 feet

Limitations:

After it ends, you’re stunned until your next turn

Auras

Gale Corridor
10-foot radius 2 Wind Points Level 8

A pathway of swirling wind surrounds you, guiding allies.

Effect:

+5 feet speed; ignore difficult terrain

Activation:

Bonus Action

This aura can be toggled on or off.

Sand’s Embrace
15-foot radius 3 Wind Points Level 12

A swirling grit fills the area around you, shielding allies.

Effect:

Advantage on Stealth; half cover vs ranged

Activation:

Action

Whispers of the Wind
20-foot radius Level 16

Your winds whisper warnings to allies.

Effect:

Allies can impose disadvantage on one attack vs them per round

Class Features

Wind Affinity (Level 1)

You awaken to the desert’s breath. You gain a pool of Wind Points equal to 1 + your Wisdom modifier (minimum 1). You regain all expended Wind Points on a long rest. You learn the Gust Step martial ability.

Agile Currents (Level 2)

Your movement is a dance on the wind. Your walking speed increases by 10 feet, and you can move through difficult terrain while climbing or swimming without extra movement cost.

Desert Survival (Level 5)

Years in the dunes have hardened you. You gain proficiency in Survival if you don’t already have it. You can go twice as long without water, and harsh sunlight doesn’t impose disadvantage on Survival checks.

Gale Corridor (Level 8)

Your mastery of wind opens a pathway for allies. As a bonus action, you activate an aura in a 10-foot radius around you. Allies in the aura gain +5 feet to speed and ignore difficult terrain. The aura lasts until you dismiss it as a bonus action.

Resource Cost: 2 Wind Points

Prerequisite: Agile Currents

Sand’s Embrace (Level 12)

You sculpt swirling sand around your allies. As an action, you spend 3 Wind Points to create an aura of swirling grit in a 15-foot radius around you. Allies in the aura gain advantage on Stealth checks and have half cover against ranged attacks. Lasts 1 minute or until concentration, like a spell.

Resource Cost: 3 Wind Points

Prerequisite: Gale Corridor

Whispers of the Wind (Level 16)

Your winds whisper warnings. You activate a 20-foot aura. Allies can use their reaction to impose disadvantage on one attack roll made against them each round. The aura is toggleable as a bonus action.

Prerequisite: Sand’s Embrace

Avatar of the Desert (Level 20)

At 20th level, you become the living spirit of desert winds. You gain a fly speed of 60 feet, immunity to prone and difficult terrain, and your Wind Points maximum increases by 5.

Prerequisite: Whispers of the Wind

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