Zephyr class features and progression.
A Zephyr dedicates their life to the relentless pursuit of kinetic perfection. They hone their bodies into blurs of motion, training from a young age in remote wilds or mountain monasteries, wielding speed to unleash blows that echo through their foes and slip past attacks like a whispering wind. Speed is both their weapon and shield.
Through ceaseless training, they harness their inner momentum to achieve feats of supernatural agility, executing every motion with flowing precision. The Zephyr is:
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Unarmed and Dangerous. When unarmed and unarmored, you’re a relentless force on the battlefield. Absorb blows and deliver devastating strikes, leaving foes in awe of your tenacity and speed.
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A Graceful Combatant. Move with unparalleled speed and determination, outpacing your allies and foes alike. Seize the initiative and strike swiftly, ensuring you’re always at the forefront of combat. Your reflexes allow you to retaliate with precision and turn enemy strikes into opportunities for devastating counterattacks.
- Key Stats
- DEX, STR
- Hit Die
- d8
- Starting HP
- 13
- Saves
- DEX+, INT−
- Armor
- None
- Weapons
- melee
- Starting Gear
- Staff, Traveling Robes & Sandals
Class features
Level 1
Your armor equals DEX+STR as long as you are unarmored.
Your unarmed strikes are not subject to disadvantage imposed by Rushed Attacks, and their damage is 1d4+STR.
Level 2
While unarmored, gain +2 speed and +LVL Initiative.
When you roll Initiative, gain DEX Bursts of Speed. (1/turn) Spend 1 Burst to use for free: Slipstream (Defend, attack misses), Whirling Defense (Defend, apply armor to every attack this round), Swiftstrike (Attack, ignore Rushed Attack disadvantage), or Windstep (Move, ignore difficult terrain).
Level 3
Choose a Zephyr subclass.
Whenever you gain a Wound, gain a Burst of Speed.
(1/day) By meditating for at least 10 minutes, you can project an ethereal version of yourself up to 30 ft. away, passing through solid objects or barriers. You see through your projection’s eyes. It lasts for up to 10 minutes.
Level 5
You learn to focus your energy and transfer it as an additional concussive force into your foes. Add LVL bludgeoning damage to all of your melee attacks.
+1 INT or WIL.
Level 6
Choose a 2nd Martial Arts Abilities.
Level 7
Gain your Zephyr subclass feature.
Level 8
Choose a 3rd Martial Arts Abilities.
+1 DEX or STR.
Level 9
Gain an additional +2 speed as long as you are unarmored.
+1 INT or WIL.
Level 10
Choose a 4th Martial Arts Abilities.
Ignore the first 2 Wounds you would suffer each encounter.
Level 11
Gain your Zephyr subclass feature.
Level 12
Choose a 5th Martial Arts Abilities.
+1 DEX or STR.
Level 13
Your armor is doubled while unarmored.
+1 INT or WIL.
Level 14
Choose a 6th Martial Arts Abilities.
Level 15
Gain your Zephyr subclass feature.
Level 16
Choose a 7th Martial Arts Abilities.
+1 DEX or STR.
Level 18
Choose an 8th Martial Arts Abilities.
Level 19
Choose an Epic Boon.
Martial Arts Abilities
Choose Martial Arts Abilities as you level up.
- Airshift.
You cannot be Grappled while conscious. While moving, you may travel across all terrain as normal ground, ignoring all ill effects (e.g., walls/ceilings, water, treetops, lava, spikes, clouds).
- Bodily Discipline.
You may spend 1 action to end any non-Wound condition on yourself.
- Enduring Soul.
Each time you roll Initiative, gain Hit Dice equal to the actions you get on your first turn. These Hit Dice expire at the end of combat if unused.
- I Jump On His Back!
While moving with your Windstep, if you move into the space of a creature your size or larger, you may jump onto its back. While on a creature this way, gain advantage on melee attacks against it, and any damage you avoid is dealt to it instead.
- Mighty Soul.
You cannot be moved against your will. Whenever you would fail a saving throw, you may gain a Wound in order to add your STR to the result you rolled. You may repeat this any number of times.
- Quickstrike.
When you Interpose, you may first make an unarmed strike against the enemy for free.
- Windstrider.
If you move through the space of a willing creature while using Windstep, they can move with you and choose any space adjacent to your path of movement to end in.
Subclasses
Flame
Level 7
Gain +2 speed while using Windstep. After you cease movement with Windstep, enemies you passed through take STR+DEX fire damage. You may have Smoldering enemies take double, ending the condition.
Level 15
Double any fire damage you deal.
Pain
Level 7
Your Swiftstrike can also target a 2nd creature within Reach 2.
Level 15
Your Swiftstrike can also target a 3rd creature within Reach 4.