Also available at GM Binder.


Rangers of the Zephyr archetype act in rapid movement and rely on wielding two weapons. In battle, they are a flurry of motion, quickly striking foes and leveraging magic to create openings to quickly scatter foes. Those of this archetype are athlete exemplars, and are especially adept at navigating their preferred terrains.

Zephyr Features
Ranger LevelFeature
3rdZephyr Magic, Move Like Wind, Wind Blade
7thSwift Strikes
11thWhipping Winds
15thSudden Gust

Zephyr Magic

3rd-level Zephyr feature

You learn an additional spell when you reach certain levels in this class, as shown in the Zephyr Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

In addition, while holding a one-handed weapon in each hand, you can cast a ranger spell you know without a free hand unless it has a material component that is consumed in the casting or it has a gold piece value.

Zephyr Spells
Ranger LevelSpell
3rdexpeditious retreat
5thmisty step
9thwind wall
13thfreedom of  movement
17thtree stride

Alternate Spells: If you have Xanathar’s Guide to Everything, you can replace expeditious retreat and tree stride with zephyr strike and steel wind strike at your DM’s discretion.

Move Like Wind

3rd-level Zephyr feature

You gain advantage on Strength (Athletics) checks while in your favored terrain.

You can also use a surface such as a wall or a large object such as a tree or statue to spring from during a jump. When your jump enters the space of such a surface or object, you can jump again. Additional jump distance from this feature doesn’t allow you to exceed your movement.

Wind Blade

3rd-level Zephyr feature

When holding a one-handed weapon in each hand, when you move at least 20 feet in a straight line, you can use your action to attack with both weapons against a single target. Roll one attack roll using your highest bonus from one weapon. If this attack hits, roll weapon damage for each weapon plus one half your ranger level. Apply the same ability bonus to damage that you used for the attack roll.

If you have the Extra Attack feature, you can substitute one attack to make this special attack provided you meet the movement requirement.

Starting at 11th level, when you hit a target with your Wind Blade feature’s attack, you deal an extra 1d6 slashing damage to it.

Swift Strikes

7th-level Zephyr feature

While you hold a one-handed weapon in each hand and cast a 1st-level or higher ranger spell with a casting time of a bonus action or use your bonus action to interact with one of your ranger spells, you can make an addition weapon attack when you take the Attack action unless you use your Wind Blade feature. At least one attack must be made with each weapon as part of the action.

Whipping Winds

11th-level Zephyr feature

When you hit a creature with two one-handed weapons during your turn, you can automatically attempt to disarm or shove the creature. If you disarm the creature, its dropped object lands in either your space or another space within 5 feet of you that you choose.

Sudden Gust

15th-level Zephyr feature

While holding a one-handed weapon in each hand and taking the Dodge action on your turn, you can make a special reaction. When you are hit by a weapon attack, you may use your reaction to roll the damage for one of your held weapons and add half the result to your AC against the attack. If this causes the attack to miss and your attacker is within 5 feet of you, you may make an attack with your other weapon. If this attack hits, it is automatically a critical hit.