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THE ZEPHYR 1

Playstest v0.4

Å Zephyr The Zephyr — Playstest v0.4


Warriors of unparalleled speed and grace, zephyrs By Benjamin Huffman
defeat their adversaries by deftly weaving between If you’ve enjoyed this content please consider
foes and peppering their enemies with blistering supporting us on the following platforms:
sequences of feints and assaults. No enemy is safe nor » Patreon » Discord
ally in peril with a zephyr nearby, as they constantly » SterlingVermin.com » Facebook
probe for strategic openings to strike and subdue » DM’s Guild » Reddit
their opponents. Some zephyrs have a metaphorical » Twitter
connection to the element of air, similar only in their
Desktop publishing: Nathanaël Roux
subtlety and speed, while others have a much more
Interior Art: Daniel Comerci, Forrest Imel
literal connection, calling on the wind to enhance their
mobility and buoy their defenses. Either way, zephyrs
tap into a flow state that allows them to achieve results
beyond what their opponents are capable of.

Playing a Zephyr
The zephyr class has three defining characteristics that
will influence the way you play.
Speed. Zephyrs are quick. Your Wind Walker feature
will increase your mobility, your Cunning Action
feature will give you more to do on your turn, and
your Swift Reflexes feature will allow you to act earlier
in combat.
Flow State. Zephyrs can enter a state of meditative
movement that enhances their combat prowess. Your
Flow State feature gives you new options in combat,
allowing you to take additional actions and increase
the likelihood of landing a critical hit. One of your
initial subclass features will give you additional
benefits while using your Flow State feature.
Reactions. Zephyrs utilize reactions to control the
tide of battle. You’ll gain additional reactions with
your Extra Reactions feature and new ways to use
them with your Whirlwind Strike feature.

Playtest v0.4
Presented here is the fourth
playtest for the zephyr class.
Previous playtests were, and
some future playtests will
be, available exclusively
to my Patreon supporters.
This class was developed with the core concepts of
high mobility, evasive options, and at its best when
the player is attentive throughout a round (as opposed
to just on their turn). This playtest includes the full
zephyr class plus two subclasses, all of which are
subject to change should the feedback suggest that’s
best. After you’ve digested this class, or better yet had
the opportunity to try it out, please consider offering
your feedback via this linked form.
2 THE ZEPHYR
Playtest v0.4

Equipment
The Zephyr You start with the following equipment, in addition to
Proficiency the equipment granted by your background:
Level Bonus Class Features » (a) a rapier, (b) a scimitar, (c) a shortsword, or (d)
Flow State, Sinuous Defense, a whip
1st +2
Wind Walker » Leather armor and (a) two daggers, (b) a handaxe,
or (c) a spear
2nd +2 Cunning Action
» (a) a burglar’s pack, (b) a diplomat’s pack, or (c) an
3rd +2 Ecstatic Movement entertainer’s pack
Ability Score Increase,
4th +2
Swift Reflexes Flow State
Extra Reaction, You can use a bonus action on your turn to enter a flow
5th +3
Whirlwind Strike state. You remain in the flow state for 1 minute or until
6th +3 Ecstatic Movement feature you choose to end it early (no action required by you).
While in a flow state, you gain the following benefits:
7th +3 Evasion
» You have advantage on Dexterity checks and
8th +3 Ability Score Increase saving throws.
9th +4 Wide Wanderer » Your weapon attacks with zephyr weapons score a
10 th
+4 Ecstatic Movement feature critical hit on a roll of 19 or 20.
» Once per turn, when you take the Dash, Dodge, or
11 th
+4 Extra Attack Disengage action, you can make one weapon attack
12 th
+4 Ability Score Increase with a zephyr weapon as part of the same action.
13th +5 Footloose Zephyr weapons are any weapon that has the light,
finesse, or thrown property.
14th +5 Feather Steps
You can enter your flow state one time, regaining
15 th
+5 Ecstatic Movement feature all uses when you finish a long rest. You can use this
16 th
+5 Ability Score Increase feature up to two times between long rests when you
reach 3rd level in this class, three times when you reach
17 th
+6 Extra Reaction (2) 5th level in this class, four times when you reach 9th
18 th
+6 Harrying Attack level in this class, five times when you reach 13th level
19th +6 Ability Score Increase in this class, and six times when you reach 17th level in
this class.
20th +6 Mistral Mastery

Sinuous Defense
Class Features While you are wearing light armor or no armor, and
As a zephyr, you gain the following class features. not wielding a shield, you can add a bonus to your AC
equal to half your proficiency bonus (rounded up).
Hit Points
Hit Dice: 1d8 per zephyr level
Hit Points at 1st Level: 8 + your Constitution modifier Wind Walker
Hit Points at Higher Levels: 1d8 (or 5) + your The wind itself buoys your movement. While
Constitution modifier per zephyr level after 1st you are wearing light or no armor, you gain the
following benefits:
Proficiencies » Your speed increases by 5 feet.
Armor: Light armor
» Your jumping distances are tripled.
Weapons: All weapons with the light, finesse, or
» You can stand up from being prone using 5 feet
thrown properties
of movement, instead of half your movement
Tools: None
as normal.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight,
Perception, Performance, Sleight of Hand, and Stealth
THE ZEPHYR 3
Playstest v0.4

Cunning Action Evasion


Starting at 2nd level, your quick thinking and agility Beginning at 7th level, you can nimbly dodge out of
allow you to move and act quickly. You can take a the way of certain area effects, such as an ancient red
bonus action on each of your turns in combat. This dragon’s fiery breath or an ice storm spell. When you
action can be used only to take the Dash, Disengage, or are subjected to an effect that allows you to make a
Help action. Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving
Ecstatic Movement throw, and only half damage if you fail.

Starting at 3rd level, you’ve discovered a movement


that allows you to seamlessly merge awareness, will, Wide Wanderer
and action. Choose Battle Dancer, Dragoon, or Martial Starting at 9th level, moving through difficult terrain
Artist, each detailed at the end of the class description. does not cost you extra movement. In addition, while
The movement you choose grants you features at 3rd you are wearing light or no armor your speed increases
level and then again at 6th, 10th, and 15th level. by 10 feet.

Ability Score Improvement Extra Attack


When you reach 4th level, and again at 8th, 12th, 16th, Beginning at 11th level, you can attack twice, instead
and 19th level, you can increase one ability score of of once, when you take the Attack action on your turn.
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Footloose
Starting at 13th level, you have advantage on saving
throws against being paralyzed or restrained.
Swift Reflexes
Starting at 4th level, you add your proficiency bonus to
initiative checks.
Feather Steps
In addition, when you make an initiative check you Starting at 14th level, you can move across liquid
can use your reaction to enter your flow state, instead surfaces and any physical surface at least as wide and
of a bonus action as normal. strong as a single cotton thread. If you end your turn
without moving on a surface that would not normally
withstand your weight, you sink or fall as normal.
Extra Reaction
Starting at 5th level, when you take the Attack action
on your turn, you gain an additional reaction you can
Harrying Attack
use before the start of your next turn. You can only use Starting at 18th level, when you hit a target creature
one reaction per each triggering effect. with a weapon attack made with a zephyr weapon, you
At 17th level, you gain two additional reactions you can choose one creature within 30 feet of the target.
can use before the start of your next turn instead. The chosen creature can use its reaction to make an
opportunity attack against the target.

Whirlwind Strike
Starting at 5th level, you are a whirlwind of violence
Mistral Mastery
that eviscerates its enemies. When a creature within Starting at 20th level, you gain the following benefits:
5 feet of you moves or is attacked, you can use your » Your Dexterity score increases by 4. Your maximum
reaction to make one weapon attack with a zephyr Dexterity score is now 24.
weapon against that creature. » While you are wearing light or no armor, your speed
increases by 15 feet.
» You regain an expended use of your Flow State
feature when you finish a short rest.
4 THE ZEPHYR
Playtest v0.4

Ecstatic Movement Improved Battle Dancer’s Flow


15th-level Battle Dancer feature
For a zephyr, an ecstatic movement is one that allows
them to act spontaneously in the present with perfect While you are in your flow state you gain the following
clarity. Some movements are political, spiritual, or additional benefits:
philosophical in nature but all, at their core, are
about the meditative state achieved by a certain style » You gain a bonus to your AC equal to half your
of motion. proficiency bonus (rounded up).
» Attack rolls made by creatures other than you
against creatures of your choice within 5 feet of you
Battle Dancer gain a bonus equal to half your proficiency bonus
Battle dancers combine the graceful movements of (rounded up).
dance with precise strikes against their enemies. A
battle dancer can disrupt enemy attacks against nearby
allies, pinwheel around the battlefield with ease, and
exhibit skillful expertise as performers and assassins.

Battle Dancer’s Flow


3rd-level Battle Dancer feature
While you are in your flow state you gain the following
additional benefits:
» When you or a creature within 5 feet of you are the
target of an attack, you can use your reaction to give
that attack disadvantage.
» You can move through spaces occupied by other
creatures but can’t end your movement in an
occupied space.

Practiced Talent
3rd-level Battle Dancer feature
Choose two of the following skills: Acrobatics,
Athletics, Insight, Perception, Performance,
Sleight of Hand, or Stealth. You gain proficiency
in each of the chosen skills you didn’t already
have proficiency in. For each chosen skill you
had proficiency in, your proficiency bonus is doubled
for ability checks that add the chosen proficiency.

Two Step
6th-level Battle Dancer feature
When you score a critical hit against a creature with a
melee weapon attack using a zephyr weapon, you can
exchange places with the creature.

Inspiriting Jig
10th-level Battle Dancer feature
When another creature within 10 feet that can see you
makes an ability check, attack roll, or saving throw you
can use your reaction to give that roll advantage.
THE ZEPHYR 5
Playstest v0.4

Martial Artist Hundred Hands Fury


6th-level Martial Artist feature
Martial artists are zephyrs who have honed their
bodies into deadly weapons. Completely unarmed, a When you score a critical hit against a creature with
martial artist is as deadly as their most heavily armed a melee weapon attack using a zephyr weapon, you
and armored ally. When a martial artist isn’t barraging can make an additional weapon attack against that
their enemies with a flurry of unarmed attacks, they are creature as part of the same action. Once you make
creating opportunities for their companions to land an additional weapon attack granted by this feature
strikes or putting their enemies in a worse position. against a creature, you can’t make an additional
weapon attack granted by this feature against that
Martial Artist’s Flow creature again until the start of your next turn.
3rd-level Martial Artist feature
Wind In Reeds Reflexes
While you are in your flow state you gain the following
10th-level Martial Artist feature
additional benefits:
After you roll a saving throw, you can use your reaction
» When a creature within your reach misses you with
to reroll the saving throw, using the new result. If the
an attack, you can use your reaction to attempt to
new result is a success, you can make one weapon attack
grapple or shove the creature.
with a zephyr weapon as part of the same reaction.
» When you take the Attack action on your turn and
make only unarmed strike attacks, you can use
Improved Martial Artist’s Flow
your bonus action on the same turn to make one
15th-level Martial Artist feature
unarmed strike attack.
While you are in your flow state you gain the following
Unarmed Combat additional benefits:
3rd-level Martial Artist feature
» Once per turn when you miss with a weapon attack
You can use Dexterity instead of Strength for the attack using a zephyr weapon, you can make an additional
and damage rolls of your unarmed strikes and you weapon attack using a zephyr weapon as part of the
can roll a d4 in place of the normal damage of your same action.
unarmed strike. This die changes at certain levels in » Creatures have disadvantage on ability checks
this class: at 6th level it changes to 1d6, at 10th level opposing your attempt to shove or grapple them.
it changes to 1d8, and at 15th level it changes to 1d10.
Your unarmed strikes count as zephyr weapons for you.
In addition, when you attempt to shove or grapple or
Weave Dancer
maintain a grapple you can use Dexterity (Acrobatics) Weave dancers use flowing motion to sign rune and
instead of Strength (Athletics). sigils into the air while they dance, allowing them
the ability to cast spells. When they aren’t casting
spells, the movement of a weave dancer is inherently
magical, allowing them to quickly teleport around the
battlefield and strike their enemies with magical force.

Weave Dancer’s Flow


3rd-level Weave Dancer feature
While you are in your flow state you gain the following
additional benefits:
» When you deal damage with a zephyr weapon, you
can change the damage type dealt to force.
» When a creature misses you with a melee attack, you
can use your reaction to teleport to an unoccupied
space you can see within 10 feet.
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Playtest v0.4

Spellcasting Weave Dancer Spellcasting


3rd-level Weave Dancer feature
Zephyr Cantrips Spells Spell Slots per
When you reach 3rd level, you augment your agility Level Known Known Spell Level
with the ability to cast spells. See chapter 10 of the
1st 2nd 3rd 4th
Player’s Handbook for the general rules of spellcasting.
3rd 2 3 2 — — —
Spell Schools. When you gain this feature, you choose
one spell school. This is your primary spell school. At 4th 2 4 3 — — —
10th level, choose another spell school. This is your 5th 2 4 3 — — —
secondary spell school. 6th 2 4 3 — — —
Cantrips. You learn two cantrips of your choice from 7th 2 5 4 2 — —
your primary spell school. When you reach 10th level, 8th 2 6 4 2 — —
you learn an additional cantrip of your choice from 9th 2 6 4 2 — —
your secondary spell school. 10th 3 7 4 3 — —
Spell Slots. The Weave Dancer Spellcasting table 11th 3 8 4 3 — —
shows how many spell slots you have to cast your spells
12th 3 8 4 3 — —
of 1st level and higher. To cast one of these spells,
you must expend a slot of the spell’s level or higher. 13th 3 9 4 3 2 —
You regain all expended spell slots when you finish a 14th 3 10 4 3 2 —
long rest. 15th 3 10 4 3 2 —
For example, if you know the 1st-level spell shield and 16th 3 11 4 3 3 —
have a 1st-level and a 2nd-level spell slot available, you 17th 3 11 4 3 3 —
can cast shield using either slot. 18th 3 11 4 3 3 —
Spells Known of 1st Level and Higher. You know 19th 3 12 4 3 3 1
three 1st-level spells, two of which must be from your
20th 3 13 4 3 3 1
primary spell school.
The Spells Known column of the Weave Dancer
Enspelled Strike
Spellcasting table shows when you learn more spells of
6th-level Weave Dancer feature
1st level or higher. Each of these spells must be from
your primary spell school (or secondary spell school, When you score a critical hit against a creature with a
after you’ve reached 9th level), and must be of a level melee weapon attack using a zephyr weapon, you can
for which you have spell slots. For instance, when you teleport to an unoccupied space you can see within
reach 7th level in this class, you can learn one new spell 10 feet.
of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can Tapestry Fraying Frolic
come from any school of magic. 10th-level Weave Dancer feature
Whenever you gain a level in this class, you can
Starting at 10th level, you have resistance to damage
replace one of the spells you know with another spell of
from spells and advantage on Strength, Dexterity, and
your choice. The new spell must be of a level for which
Constitution saving throws against spells.
you have spell slots, and it must be from your primary
or secondary spell school, unless you’re replacing the
Improved Weave Dancer’s Flow
spell you gained at 3rd, 8th, 14th, or 20th level from
15th-level Weave Dancer feature
any school of magic.
Spellcasting Ability. Intelligence is your spellcasting While you are in your flow state you gain the following
ability for your Weave Dancer spells, since you learn additional benefits:
your magic through deep contemplation on the nature
» When you teleport, the next attack you make before
of the Tapestry. You use Intelligence whenever a spell
the start of your next turn has advantage.
refers to your spellcasting ability. In addition, you use
» You can use a bonus action to cast a spell that has
your Intelligence modifier when setting the saving
a casting time of 1 action. When you do, you gain a
throw DC for a Weave Dancer spell you cast and when
level of exhaustion when your flow state ends.
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier

Spell attack modifier = your proficiency bonus +


your Intelligence modifier

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