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Windblown

Some people train from youth to be fast. Others use magic to enhance their speed. And still others have an apparently supernatural edge. Operating on instinct and mundane skill, their eternal tailwind pushes them on. They are the Windblown, rogues favoring hit-and-run tactics with the wind at their back

Fleet of Foot

When you take this archetype at 3rd level, you move more agilely when fleeing enemies. Your speed increases by 5 feet. Whenever you disengage using your Cunning Action, you can attempt to shove one creature within reach. If you haven't successfully inflicted Sneak Attack on that turn, you may make 1 melee weapon attack against that creature instead.   You can also use Dexterity, instead of Strength, on Athletics checks made to shove enemies.

Wind Beneath My Wings

Starting at 9th level, the climate always favors you. As long as you aren't inside or underground, you have advantage on Survival checks made to navigate and your speed increases by 10 feet. You and creatures with you cannot be slowed by poor weather during travel, though other factors may still reduce your pace. You also ignore disadvantage inflicted by strong winds on Perception checks and attack rolls, and gain advantage in those conditions instead.

Airburst

Beginning at 13th level, the wind shelters you against projectiles. When you are targeted by a ranged attack you can use your reaction to inflict disadvantage on it and any other ranged attacks made against you until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and must complete a long rest before you can do so again.

Whirlwind Sprint

At 17th level, tailwinds thrust you forward in a single, deadly strike. You gain a new action. When you take it, each creature in a line 30 feet long and 15 feet wide extending from you in a direction of your choice must succeed on a Dexterity saving throw (DC= 8 + your proficiency bonus + your Dexterity modifier). On a failed save a creature takes 10d6 force damage, or half as much on a success. You can take this action once per short rest.   You also gain flight in limited bursts. You have a flying speed equal to your walking speed; you fall if you end your turn in the air and nothing else is holding you aloft.    
Dashing and movement: If you Dash, the movement available during your turn increases by an amount equal to your speed. This affects the flight granted by Whirlwind Sprint. If you dash you can fly 90 feet before falling, because you only fall at the end of your turn, regardless of your current speed. If you dash with both action and bonus action, you can fly 135 feet.

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