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

Hit Die d10
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light armor, Medium armor
Weapons Longbow, Shortbow, Crossbow, Simple weapons
Tools Vehicles (land)
Skills Choose 2 from Acrobatics, Nature, Perception, Stealth, Survival

Starting Equipment

• Longbow and quiver of 20 arrows
• Shortbow and quiver of 20 arrows
• Studded leather armor
• Explorer's Pack
• Insignia of your steppe tribe

Class Resources

Wind Shots 6 (After a short rest)

Class Abilities

Martial Abilities

Resource Wind Shots
Long Shot
Action Level 1

You can double the normal longbow range when you fire while mounted or moving at least 10 feet in a straight line this turn.

Buff Effect
Duration: 1 turn
Parthian Shot
Reaction Level 1

As a reaction when you move at least 10 feet away from a creature, you can make one ranged attack against that creature.

Prerequisites:

Mounted Archer

Damage Effect
Damage: 1d8 piercing (Your Dex mod)
Guiding Arrow
Bonus Action 1 Wind Shot Level 3

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.

Buff Effect
Duration: Until end of your next turn
Curving Shot
Action 1 Wind Shot Level 5

You curve an arrow around an obstacle to hit a target with cover. Spend 1 Wind Shot; ignore total cover.

Control Effect
Split Arrow
Action 2 Wind Shots Level 7

You fire two arrows in quick succession. Spend 2 Wind Shots; make two separate attack rolls.

Damage Effect
Damage: 1d8 piercing (Your Dex mod)
Projectile Snare
Reaction 2 Wind Shots Level 9

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.

Control Effect
Conditions: projectile neutralized
Ricochet Arrow
Action 2 Wind Shots Level 11

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.

Damage Effect
Damage: 1d8 piercing (Your Dex mod)
Wind Barrier Arrow
Action 2 Wind Shots Level 9

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).

Control Effect
Duration: 1 minute
Air Bridge Arrow
Action 2 Wind Shots Level 11

Spend 2 Wind Shots to fire an arrow that creates a 30-foot-long, 5-foot-wide wind platform. Lasts 1 minute.

Utility Effect
Duration: 1 minute
Gale Volley
Action 3 Wind Shots Level 15

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.

Damage Effect
Saving Throw: Dexterity
Damage: 5d6 piercing
Multi-Shot
Action 4 Wind Shots Level 18

Spend 4 Wind Shots to fire up to four arrows at different targets within range. Make a separate attack roll for each.

Damage Effect
Damage: 1d8 piercing (Your Dex mod)

Transformations

Wind Form
1 minute 2 Wind Shots Level 7

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.

Changes:

+10 ft movement, Advantage on Dexterity saving throws, Ignore difficult terrain

Special Actions:

Dash as a bonus action, Move through creatures' spaces

Stormrider
Concentration, up to 1 minute 5 Wind Shots Level 15

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.

Changes:

You and mount gain fly speed 30 ft, Immune to falling damage, Bow attacks deal +1d6 lightning

Special Actions:

Lightning Shot (line lightning, Dex save DC 8 + prof + Wis)

Auras

Aura of the Gale
10-foot radius Level 18

You channel a constant whirlwind around you.

Effect:

Allied ranged attack rolls +2; enemy ranged attacks made into the aura have disadvantage.

Activation:

Bonus Action

This aura can be toggled on or off.

Companions

War Swiftmane
Mount
Level 3

A rugged steppe warhorse bonded to you. It carries you across the plains at terrifying speed.

Statistics:
HP 2d10 + 10
AC 13
STR 18
DEX 14
CON 14
INT 2
WIS 12
CHA 6
Speed:
Walk 60 ft.
Skills:

Athletics

Senses:

Passive Perception 11

Features:

Trampling Charge, Evasive Gallop: can take Disengage as a bonus action

Commands:

Attack, Dash, Disengage, Dodge

Scaling:

Level 7: HP increases by 10

Level 15: Can dash through difficult terrain without penalty

Class Features

Mounted Archer (Level 1)

You gain proficiency with longbows and shortbows. You can make a ranged attack with a bow while mounted without disadvantage, and enemies provoke no opportunity attacks from you while you move at least 10 feet immediately before and after your shot.

Wind Shots (Level 1)

You learn to infuse your arrows with the breath of the steppes. You gain a reservoir of Wind Shots—a resource you spend to fuel special archery abilities.

Bonded Mount (Level 3)

You form a psychic bond with a warhorse. You can summon it to your side as a bonus action and issue simple commands telepathically. While bonded, you benefit from its speed and resilience.

Path of the Windcutter (Level 3)

You choose a subclass that shapes your mastery of mounted archery and wind magic.

Curving Shot (Level 5)

You can spend 1 Wind Shot to curve an arrow around cover to strike a target you can see but has total cover. The shot ignores cover.

Resource Cost: 1 Wind Shot

Split Arrow (Level 7)

When you make a longbow attack, you can spend 2 Wind Shots to split your attack into two arrows. Each arrow targets the same creature or two different creatures within 10 feet of the original target. Both arrows use your normal attack roll.

Resource Cost: 2 Wind Shots

Ricochet Arrow (Level 11)

You fire an arrow that bounces off a surface to strike a second target. Spend 2 Wind Shots: make one attack roll; on a hit you damage the first target and roll a second attack roll at +2 bonus against another target within 30 feet of the impact point.

Resource Cost: 2 Wind Shots

Gale Volley (Level 15)

Spend 3 Wind Shots as an action to fire a volley of arrows in a 60-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency + your Wisdom modifier), taking 5d6 piercing damage on a failed save, or half as much on success.

Resource Cost: 3 Wind Shots

Winds of Fortune (Level 18)

When you roll an attack roll with a bow, you can choose to gain advantage by spending 1 Wind Shot after the roll but before the DM declares success or failure.

Resource Cost: 1 Wind Shot

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