Zephyr

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, Spell Squall, Wind Blade
7thMove Like Wind
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.

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.

Spell Squall

3rd-level Zephyr feature

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.

Moreover, during your turn when you use a bonus action to cast or interact with a ranger spell you know, you can make the attack granted from two-weapon fighting as part of the Attack action instead of as a bonus action, but can still make this attack only once per turn.

Wind Blade

3rd-level Zephyr feature

Once during your turn when you take the Attack action while holding a one-handed weapon in each hand, you can make a special attack using both weapons provided you move at least 10 feet in a straight line toward the target, including vertically, before making the attack. Roll one attack roll using the attack bonus from one of the weapons. On a hit, roll weapon damage for each weapon and apply the same ability bonus to damage that you used for the attack roll plus an additional 1d6 magical slashing damage as sharp winds bite your target.

Move Like Wind

7th-level Zephyr feature

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

Your long jump is up to your Strength modifier and your high jump is up to 5 + your Strength modifier feet, with or without a running start. Additionally, you can use a surface such as a wall or an object larger than you such as a tree or statue to spring from during a jump. When your jump reaches such a surface or object, you can jump again. You take no fall damage from the distance you jump, but abide by all other movement rules.

Whipping Winds

11th-level Zephyr feature

The additional magical slashing damage of your Wind Blade feature increases to 1d8.

In addition, once during your turn when you hit a creature with two different one-handed weapons, you can force it to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, you choose one of the following options to occur:

  • The target drops one held item in a space within 5 feet of both you and it. Your space is a valid option.
  • The target is pushed 10 feet away from you.

Sudden Gust

15th-level Zephyr feature

While holding a one-handed weapon in each hand, you can make a special reaction. When you are hit by a weapon attack, you may use your reaction to roll the weapon damage die for one of your held weapons and add the number rolled to your AC against that attack. If this causes the attack to miss and your attacker is within 5 feet of you, you may make an attack with the other weapon you hold.