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Playstest v0.4
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
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
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