Windcutter Archer
Windcutter Archers are the roaming artillery of the endless steppes. Mounted upon lightning-fast warhorses, they rain deformation-defying arrows upon foes, slipping in and out of range like desert mirages. A Windcutter’s arrow is more than a projectile; it is a whisper of the storms that birthed it, guided by a rider who moves as one with the wind. Unbound by fortifications or open plains, their battles unfold at the speed of thought and the eighth-wind’s breath.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Long Shot
You can double the normal longbow range when you fire while mounted or moving at least 10 feet in a straight line this turn.
Parthian Shot
As a reaction when you move at least 10 feet away from a creature, you can make one ranged attack against that creature.
Mounted Archer
Guiding Arrow
Spend 1 Wind Shot to guide an ally’s projectile. Choose one ally within 60 ft who can see you; their next ranged attack before your next turn gains +2 to hit.
Curving Shot
You curve an arrow around an obstacle to hit a target with cover. Spend 1 Wind Shot; ignore total cover.
Split Arrow
You fire two arrows in quick succession. Spend 2 Wind Shots; make two separate attack rolls.
Projectile Snare
Spend 2 Wind Shots as a reaction when a missile (arrow, bolt, etc.) is fired at you or an ally within 30 ft. You attempt to intercept it: make a ranged attack roll against the attack’s attack roll. If you hit, you catch or deflect it; if you miss, no effect.
Ricochet Arrow
Fire an arrow that bounces off a surface to strike a second target. Spend 2 Wind Shots; make one attack roll. On a hit, deal damage to the first target and roll a second attack at +2 bonus vs. another target within 30 ft of the hit point.
Wind Barrier Arrow
You fire an arrow that erupts into a wall of swirling wind up to 20 ft long, 10 ft high. Spend 2 Wind Shots; the wall grants total cover. Lasts 1 minute or until you dismiss it (bonus action).
Air Bridge Arrow
Spend 2 Wind Shots to fire an arrow that creates a 30-foot-long, 5-foot-wide wind platform. Lasts 1 minute.
Gale Volley
Spend 3 Wind Shots to fire a 60-foot cone volley. Each creature makes a Dex save (DC = 8 + prof + Wis mod), taking 5d6 piercing on a fail, half on success.
Multi-Shot
Spend 4 Wind Shots to fire up to four arrows at different targets within range. Make a separate attack roll for each.
Transformations
Wind Form
You become a living whirlwind. You gain +10 ft speed, advantage on Dex saves, ignore difficult terrain. You can dash as a bonus action and move through creatures' spaces without provoking opportunity attacks.
+10 ft movement, Advantage on Dexterity saving throws, Ignore difficult terrain
Dash as a bonus action, Move through creatures' spaces
Stormrider
You and your bonded mount transform into storm-fleeting avatars. Both gain a fly speed of 30 ft and immune to falling damage. Your bow attacks deal +1d6 lightning damage.
You and mount gain fly speed 30 ft, Immune to falling damage, Bow attacks deal +1d6 lightning
Lightning Shot (line lightning, Dex save DC 8 + prof + Wis)
Auras
Aura of the Gale
You channel a constant whirlwind around you.
Allied ranged attack rolls +2; enemy ranged attacks made into the aura have disadvantage.
Bonus Action
This aura can be toggled on or off.
Companions
War Swiftmane
Level 3A rugged steppe warhorse bonded to you. It carries you across the plains at terrifying speed.
Athletics
Passive Perception 11
Trampling Charge, Evasive Gallop: can take Disengage as a bonus action
Attack, Dash, Disengage, Dodge
Level 7: HP increases by 10
Level 15: Can dash through difficult terrain without penalty
Class Features
Mounted Archer (Level 1)
Wind Shots (Level 1)
Bonded Mount (Level 3)
Path of the Windcutter (Level 3)
Curving Shot (Level 5)
Resource Cost: 1 Wind Shot
Split Arrow (Level 7)
Resource Cost: 2 Wind Shots
Ricochet Arrow (Level 11)
Resource Cost: 2 Wind Shots
Gale Volley (Level 15)
Resource Cost: 3 Wind Shots
Winds of Fortune (Level 18)
Resource Cost: 1 Wind Shot
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