You are on page 1of 23

e

fil
e
pl
m
Sa

A Martial Class of Speed and Flow


5e
Archetype & Class Design by
BENJAMIN HUFFMAN
2 THE ZEPHYR

Credits
Writing & Design: Benjamin Huffman
Additional Spell Design: Ross Leiser, Amber Litke
Editing: Taylor Navarro
Layout & Graphic Design: Nathanaël Roux
Cover Art: Mick Cortes

e
Interior Art: Brandon Chang, Mick Cortes

fil
Contents
Credits 2

Zephyr 3
Playing a Zephyr................................................................ 3
Creating a Zephyr............................................................. 3
Class Features....................................................................... 3

e
Kinetic Impulse...................................................................... 6
Adamant Arrow................................................................. 6
Battle Dancer...................................................................... 7
Dragoon............................................................................... 8
Lashing Scourge................................................................ 9
pl
Martial Artist....................................................................11
Necrodancer.....................................................................12
Unquiet Spirits..............................................................13
Neverlander......................................................................15
Serpent Souled.................................................................16
Weave Dancer...................................................................18
Appendix: New Spells 19
m

Thanks for purchasing the


Zephyr class! Please sign up
for news and updates related
to the class here: http://
Sa

eepurl.com/ihy_8v

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
THE ZEPHYR 3

VZephyr Quick Build


You can make a zephyr quickly by following these
Adventurers of incredible speed and agility, zephyrs suggestions. First, Dexterity should be your highest
deftly maneuver through enemies and city streets ability score, followed by Constitution if you want to
alike. Although zephyrs make natural warriors, excel in combat, Intelligence if you plan to take the
they often come from backgrounds that emphasize Weave Dancer subclass, or Charisma if you plan to take
mobility and celerity. In battle, zephyrs become the Battle Dancer or Necrodancer subclasses. Second,
a whirlwind of blades, peppering enemies with choose an appropriate or interesting background.

e
blistering sequences of feints and assaults. Out of
battle, zephyrs utilize their swift movement and lithe
athleticism to quickly travel from one place to another Class Features
and circumvent obstacles. As a zephyr, you gain the following class features.
Zephyrs are united by their ability to tap into a

fil
meditative mindset they call “flow.” While in flow, Hit Points
zephyrs achieve an almost superhuman level of Hit Dice: 1d8 per zephyr level
precision and reflexes by perfectly merging awareness, Hit Points at 1st Level: 8 + your Constitution modifier
will, and action. As zephyrs grow in experience, they Hit Points at Higher Levels: 1d8 (or 5) + your
take on a kinetic impulse that further enhances their Constitution modifier per zephyr level after 1st
flow, granting them incredible—and sometimes
supernatural—abilities. Proficiencies
Armor: Light armor
Weapons: All weapons with the light, finesse, or
Playing a Zephyr
influence the way you play. e
The zephyr class has three defining characteristics that

Speed. Zephyrs are quick. Your Wind Walker feature


thrown properties
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics,
pl
increases your mobility, your Cunning Action Insight, Perception, Performance, Sleight of Hand,
feature gives you more to do on your turn, and and Stealth
your Swift Reflexes feature allows you to act earlier
in combat. Equipment
Flow. Zephyrs can enter a state of meditative You start with the following equipment, in addition to
movement, enhancing their combat prowess. Your the equipment granted by your background:
Flow feature gives you new options in combat,
allowing you to take additional actions and increase » (a) a rapier, (b) a scimitar, (c) a shortsword, or
m

the likelihood of scoring a critical hit. One of (d) a whip


your initial subclass features gives you additional » (a) two daggers, (b) a handaxe, or (c) a spear
benefits while using your Flow feature. » (a) a burglar’s pack, (b) a diplomat’s pack, or (c) an
Reactions. Zephyrs utilize reactions to control the tide entertainer’s pack
of battle. You gain additional reactions with your » Leather armor
Extra Reactions feature and new ways to use them
with your Whirlwind Strike feature. Multiclassing and the Zephyr
Sa

If your group uses the optional rule on


Creating a Zephyr multiclassing, here’s what you need to know if
To create a zephyr, refer to the following sections for you choose zephyr as one of your classes.
your hit points, proficiencies, and starting equipment. Ability Score Minimum. As a multiclass
The Zephyr table lists the features you gain at each character, you must have a Dexterity score of at
level, as detailed in the “Zephyr Features” section. least 13 to take a level in this class, or to take a
As you make your zephyr character, think about how level in another class if you are already a zephyr.
you came to possess the reflexes and instincts that are Proficiencies Gained. If zephyr isn’t your
the hallmarks of a zephyr. What was the first time you initial class, here are the proficiencies you gain
experienced a flow? Is your speed achieved with placid when you take your first level as a zephyr: light
precision, manic energy, or relentless drive? Did you armor, all weapons with the light, finesse, or
train to become a warrior or did it come naturally thrown property.
for you?
4 THE ZEPHYR

The Zephyr
Proficiency
Level Bonus Class Features Flow
1st +2 Flow, Windborne Stride 1
2nd +2 Cunning Action, Sinuous Defense 1
3rd +2 Kinetic Impulse 2
4th +2 Ability Score Increase, Swift Reflexes 2

e
5th +3 Extra Reaction, Whirlwind Strike 3
6th +3 Kinetic Impulse feature 3
7th +3 Evasion 3
8th +3 Ability Score Increase 3

fil
9th +4 Wide Wanderer 4
10th +4 Kinetic Impulse feature 4
11th +4 Extra Attack 4
12th +4 Ability Score Increase 4
13th +5 Footloose 5
14th +5 Feather Steps 5
15th +5 Kinetic Impulse feature 5
16th +5 Ability Score Increase 5
17th +6 Extra Reaction (2) 6

Flow
18th
19th
20th
+6
+6
+6
e Harrying Attack
Ability Score Increase
Mistral Mastery

Windborne Stride
6
6
6
pl
1st-Level Zephyr Feature 1st-Level Zephyr Feature
You can use a bonus action on your turn to enter a state The wind itself buoys your movement. While
that seamlessly melds action and consciousness, called you are wearing light or no armor, you gain the
flow. While in flow, you gain the following benefits: following benefits:
» You have advantage on Dexterity checks and » Your speed increases by 5 feet.
saving throws. » You can use your Dexterity to determine your
m

» Your attacks with zephyr weapons score a critical jumping distances instead of your Strength.
hit on a roll of 19 or 20. » You can stand up from being prone using 5 feet
» Once per turn, when you take the Dash, Dodge, or of movement, instead of half your movement
Disengage action, you can make one attack with a as normal.
zephyr weapon as part of the same action.
Your flow lasts for one minute. It ends early if you Cunning Action
Sa

use the Ready action, are knocked unconscious, or 2nd-Level Zephyr Feature
choose to end it early (no action required by you).
Once you have entered flow the number of times Your quick thinking and agility allow you to move and
shown for your zephyr level in the Flow column of the act quickly. You can take a bonus action on each of
Zephyr table, you must finish a long rest before you your turns in combat. This action can be used only to
can enter flow again. take the Dash, Disengage, or Help action.

Zephyr Weapons
Zephyr weapons are any weapon that has the
Sinuous Defense
light, finesse, or thrown property. Standard 2nd-Level Zephyr Feature
zephyr weapons include clubs, daggers, darts, While you are wearing light armor or no armor, and
handaxes, javelins, light hammers, nets, rapiers, not wielding a shield, your Armor Class equals 13 +
scimitars, shortswords, sickles, spears, tridents, your Dexterity modifier.
and whips. This increases to 14 + your Dexterity modifier at 5th
level and 15 + your Dexterity modifier at 13th level.
THE ZEPHYR 5

Kinetic Impulse allows you to make a Dexterity saving throw to take


only half damage, you instead take no damage if you
3rd-Level Zephyr Feature
succeed on the saving throw, and only half damage if
You have perfectly merged awareness, will, and you fail.
impulse, unlocking new abilities. Choose Adamant
Arrow, Battle Dancer, Dragoon, Lashing Scourge,
Martial Artist, Necrodancer, Neverlander, Serpent
Wide Wanderer
Souled, or Weave Dancer, each detailed at the end of 9th-Level Zephyr Feature

e
the class description. The impulse you choose grants Moving through difficult terrain costs you no extra
you features at 3rd level and then again at 6th, 10th, movement. In addition, while you are wearing light
and 15th level. or no armor your speed increases by an additional
10 feet.

fil
Ability Score Improvement
4th-Level Zephyr Feature Extra Attack
When you reach 4th level, and again at 8th, 12th, 16th, 11th-Level Zephyr Feature
and 19th level, you can increase one ability score of You can attack twice, instead of once, when you take
your choice by 2, or you can increase two ability scores the Attack action on your turn.
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Footloose
Swift Reflexes 13th-Level Zephyr Feature

4th-Level Zephyr Feature


e
You add your proficiency bonus to initiative checks.
In addition, when you make an initiative check you
You have advantage on saving throws against being
paralyzed, stunned, or restrained.

Feather Steps
pl
can use your reaction to use your Flow feature, instead
of a bonus action as normal. 14th-Level Zephyr Feature
You can move across liquid surfaces and any physical
Extra Reaction surface at least as wide and strong as a single cotton
5th-Level Zephyr Feature thread. If you end your turn without moving on a
surface that would not normally withstand your
When you take the Attack action on your turn you weight, you sink or fall as normal.
m

gain an additional reaction you can use before the


start of your next turn. You can only use one reaction
per each triggering effect. Harrying Attack
At 17th level, you gain two additional reactions you 18th-Level Zephyr Feature
can use before the start of your next turn instead.
When you hit a target creature with an attack using a
zephyr weapon, one friendly creature within 30 feet
Whirlwind Strike of the target can use its reaction to make one weapon
Sa

5th-Level Zephyr Feature attack against the target.

You are a whirlwind of violence eviscerating its


enemies. When a creature within your reach that Mistral Mastery
you can see is attacked or willingly moves, you can 20th-Level Zephyr Feature
use your reaction to make one attack with a zephyr
Your celerity is matched only by the wind. You gain the
weapon against that creature.
following benefits:

Evasion » Your Dexterity score increases by 4. Your maximum


Dexterity score is now 24.
7th-Level Zephyr Feature » While you are wearing light or no armor, your
You can nimbly dodge out of the way of certain area speed increases by an additional 15 feet.
effects, such as a red dragon’s fiery breath or an ice » You regain an expended use of your Flow feature
storm spell. When you are subjected to an effect that when you finish a short rest.
6 THE ZEPHYR

Kinetic Impulse Overwatch


6th-level Adamant Arrow feature
Every zephyr is moved by a kinetic impulse, a set of
movements and ideas that allow them to act with When you use your Unerring Eye feature, you can
greater purpose and spontaneity. Some zephyrs must choose a point within 120 feet. Once per turn when
train rigorously to internalize the concepts of their a creature you can see within 30 feet of that point
impulse, while other zephyrs find their impulse moves, you can use your reaction to make a ranged
without conscious effort at all. The kinetic impulse weapon attack against it using a zephyr weapon.

e
you choose reflects your zephyr’s truest self and
informs the way they move and act.

Adamant Arrow

fil
Your ability to focus, to tune in exclusively on
the present moment and put aside all else, has
enhanced your ability to strike your enemies at
range. No matter the chaos on the battlefield
or the stakes of the encounter, your unerring
accuracy and swift reflexes spell certain
doom for your enemies.

Adamant Arrow’s Flow


3rd-level Adamant
Arrow feature
e
While you are in flow you gain the following
additional benefits:
pl
» Attacking at long range doesn’t impose
disadvantage on your ranged weapon
attack rolls.
» Being within 5 feet of a hostile creature
doesn’t impose disadvantage on
your ranged attack rolls.
» You ignore the loading quality of
zephyr weapons.
m

Bow Mastery
3rd-level Adamant Arrow feature
You gain proficiency with hand crossbows, heavy
crossbows, light crossbows, longbows, and shortbows.
These weapons count as zephyr weapons for you.
Sa

Unerring Eye
3rd-level Adamant Arrow feature
You can use a bonus action on each of your turns
to give yourself advantage with ranged weapon
attacks using a zephyr weapon until the start of your
next turn.
THE ZEPHYR 7

Quickdraw Battle Dancer


6th-level Adamant Arrow feature
Battle dancers combine the deadly efficacy of rapid
When you roll for initiative, you can use your reaction strikes with the graceful allure of dance. A battle
to draw a ranged zephyr weapon and make one attack dancer can effortlessly weave through the battlefield,
with it. simultaneously inspiring their allies while distracting
their enemies. Zephyrs of this impulse often adorn
Missile Mastery themselves with colorful ribbons, sashes, and bangles

e
10th-level Adamant Arrow feature to enhance their performances and attract the
attention of enemies and allies alike.
You handle thrown and ranged weapons with
expertise. You gain the following benefits:
» The ranges of zephyr weapons are doubled for you.

fil
» Your ranged attacks with zephyr
weapons ignore half and three-
quarters cover.
» When you score a critical hit with a
ranged zephyr weapon, you can choose
to either push the creature 5 feet,
knock it prone, or half its movement
until the end of its next turn.

Arrowhead Gale

e
15th-level Adamant Arrow feature
When you take the Attack action on your turn,
you can replace one of your attacks with an
pl
arrowhead gale. When you do, you launch
a series of ranged attacks in a cone with
a length equal to the normal range of a
ranged zephyr weapon you’re holding.
Each creature of your choice within the cone
must make three consecutive saving throws (listed
below) against a DC equal to 8 + your proficiency
bonus + your Dexterity modifier. Each creature takes
m

2d8 piercing damage per failure and suffers the


corresponding effect:
» On a failed Strength saving throw, the creature is
pushed 10 feet.
» On a failed Dexterity saving throw, the creature
is knocked prone.
» On a failed Constitution saving throw, the
Sa

creature’s movement speed is halved until the end


of their next turn.
A creature takes 1d8 piercing damage and does not
suffer an additional effect on a successful save.
Once you use this feature, you must finish a short
or long rest before you can use it again.
8 THE ZEPHYR

Battle Dancer’s Flow Dragoon


3rd-level Battle Dancer feature
Dragoons are a warrior tradition descended from
While you are in flow you gain the following two siblings dedicated to dragons—one to their
additional benefits: destruction and the other to their protection. These
zephyrs emulate dragons by taking to the skies
» When you or a creature within 5 feet of you are the
with gravity defying leaps, striking at foes from
target of an attack, you can use your reaction to
a distance with spears and similar weapons, and
give that attack disadvantage.

e
exhaling destructive elemental power. Although the
» You can move through spaces occupied by other
techniques created by those siblings continue to be
creatures but can’t end your movement in an
passed down, few other dragoons make the choice to
occupied space.
unconditionally ally or war with dragons.

fil
Practiced Talent Dragoon’s Flow
3rd-level Battle Dancer feature
3rd-level Dragoon feature
Choose two of the following skills: Acrobatics,
While you are in flow you gain the following
Athletics, Insight, Perception, Performance, Sleight
additional benefits:
of Hand, or Stealth. You gain proficiency in each of
the chosen skills you didn’t already have proficiency » Your jump distances are multiplied by five.
in. For each chosen skill you already had proficiency » You take no damage from falling and have
in, your proficiency bonus is doubled for any ability advantage on saving throws against being
check that uses the chosen proficiency. knocked prone.

Inspiriting Jig
e
6th-level Battle Dancer feature
When another creature you can see within 15
» When you use your Primordial Exhalation feature,
you gain resistance to the chosen damage type
until the end of your flow.

Pole Mastery
pl
feet of you makes an ability check, attack roll, or
3rd-level Dragoon feature
saving throw, you can use your reaction to give that
roll advantage. You gain proficiency with glaives, halberds, and lances.
These weapons, in addition to spears and tridents,
Two Step count as zephyr weapons with the finesse weapon
10th-level Battle Dancer feature property for you.
When you start your turn you gain an additional
Primordial Exhalation
m

reaction you can use before the start of your next


3rd-level Dragoon feature
turn. You can only use one reaction per each
triggering effect. You can use a bonus action to exhale elemental energy
in a 15-foot cone. When you do, choose acid, cold, fire,
Graceful Victor lightning, poison, or thunder damage. Each creature
15th-level Battle Dancer feature within the cone must succeed on a Dexterity saving
throw or take 3d6 damage of the chosen type. The DC
You are an avatar of grace and speed, beguiling your
for this saving throw equals DC 8 + your proficiency
Sa

enemies and inspiring your allies with ease. You gain


bonus + your Constitution modifier.
the following benefits:
Once you use this bonus action, you must finish
» Each time you use one of your reactions you a short or long rest before you can use it again. You
gain a +1 bonus to your AC until the start of your regain the use of this feature immediately when you
next turn. use your Flow feature.
» When you hit a creature with a melee weapon The amount of damage increases as you gain levels
attack using a zephyr weapon, you can use your in this class. It increases by 1d6 when you reach 5th
reaction to exchange places with the creature. level (4d6), 11th level (5d6), and 17th level (6d6).
» While you are in flow, each creature of your choice
within 30 feet that can see you can use a bonus
action on its turn to take the Dash, Disengage, or
Help action.
THE ZEPHYR 9

Leaping Lancer Primordial Rejuvenation


6th-level Dragoon feature 10th-level Dragoon feature
When you jump at least 10 feet, you have advantage When you take acid, cold, fire, lightning, poison, or
on the first weapon attack you make with a zephyr thunder damage, you can use your reaction to regain
weapon during the jump. hit points equal to your level in this class. When you
do, the damage of your Primordial Exhalation feature
is doubled the next time you use it within 1 minute.

e
Once you use this feature, you must finish a short or
long rest before you can use it again.

Draconic Mien
15th-level Dragoon feature

fil
You’ve learned to perfectly replicate the effortless
athleticism and deadly prowess of dragons. You gain
the following benefits:
» When you jump on your turn you can carry one
willing creature one size larger than you or smaller
within 5 feet with you, leaving them in the closest
unoccupied space where you land.
»While you are in flow, your reach with zephyr

e weapons increases by 5 feet.


» When you use your
Primordial Exhalation
feature, you can
exhale a 30-foot
pl
cone, instead of a
15-foot cone.

Lashing Scourge
The first Lashing Scourge was a vigilante, legendary
for purging the rampant crime plaguing his home
city. In the many years since, the title has become a
m

mantle other zephyrs have taken up when resolved


to right the injustices of the world by any means
necessary. To become a Laughing Scourge is to take
up the responsibility to defend the weak, castigate the
wicked, and avenge the fallen.

Lashing Scourge’s Flow


Sa

3rd-level Lashing Scourge feature


While you are in flow you gain the following
additional benefits:
» When you hit a creature with a zephyr weapon,
you can roll the attack’s damage twice and use the
higher result. When you do, until the start of your
next turn creatures that hit you with an attack can
roll damage twice and use the higher result.
» Once per turn when you hit a creature with a
zephyr weapon, you can reduce its movement
speed to 0 until the end of its next turn.
10 THE ZEPHYR

Whiplash
3rd-level Lashing Scourge feature
When you attack with a whip, you deal an additional
1d4 damage.
This additional damage increases to 2d4 at
15th level.

e
Hurts So Good
6th-level Lashing Scourge feature
When you take damage, you can
use your reaction to gain a

fil
number of temporary
hit points equal to the
amount of damage taken
or your level in this class
(whichever is lower). You lose
all temporary hit points gained
from this feature at the start of your
next turn.

Savor the Sting

e
10th-level Lashing Scourge feature
When you score a critical hit against a creature
with an attack using a zephyr weapon, you
roll triple the damage dice, instead of double
pl
as normal.

Spirit of Vengeance
15th-level Lashing Scourge feature
You have become an unrelenting spirit
of vengeance against evildoers and an
unstoppable scourge against your enemies.
m

You gain the following benefits:


» While you are in flow, your weapon attacks
with zephyr weapons score a critical hit on
a roll of 18-20.
» While you have any number of temporary
hit points from your Hurts So Good feature,
when you hit a creature with an attack using
Sa

a zephyr weapon you can lose a number of


temporary hit points of your choice up to half
your zephyr level. When you do, the attack deals
additional damage equal to the number of
temporary hit points lost.
THE ZEPHYR 11

Martial Artist Wind In Reeds Reflexes


10th-level Martial Artist feature
Some zephyrs eschew armaments, honing their
already athletic bodies into deadly weapons. When a creature makes an attack against you, you can
Completely unarmed, these martial artists are as use your reaction to give that attack disadvantage.
capable as their most heavily armed and armored foes.
These zephyrs pummel opponents with rapid strikes Hundred Hands Fury
and control their enemies’ movement with throws, 15th-level Martial Artist feature

e
sweeps, and shoves. Martial artists practice a wide
When you take the Attack action, you can unleash a
variety of unarmed fighting styles, each with a unique
fury of devastating attacks on your enemies. When
history and culture.
you do, choose one of the following two options.
Combo. You make three additional attacks with
Martial Artist’s Flow

fil
zephyr weapons against one creature.
3rd-level Martial Artist feature
Rushdown. You can make any number of additional
While you are in flow you gain the following attacks with zephyr weapons this turn but each attack
additional benefits: must be against a different creature.
Once you use this feature, you can’t use it again
» When a creature within your reach misses you with
until you finish a short or long rest.
an attack, you can use your reaction to attempt to
grapple or shove the creature.
» When you use your action to Attack with an
unarmed strike, you can make two unarmed
strikes as a bonus action.

Unarmed Combat
3rd-level Martial Artist feature
e
pl
You can use Dexterity instead of
Strength for the attack and damage rolls
of your unarmed strikes, and you can roll
a d6 in place of the normal damage of your
unarmed strike. Your unarmed strikes count as
zephyr weapons for you.
In addition, you can use Dexterity
(Acrobatics) instead of Strength (Athletics)
m

when you attempt to shove or grapple or maintain


a grapple.

Critical Momentum
6th-level Martial Artist feature
When you score a critical hit against a
creature with a melee weapon attack
Sa

using a zephyr weapon, you can


attempt to shove or grapple
that creature as part of the
same action.

Tapestry
Tattering Arms
6th-level Martial Artist feature
Your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
12 THE ZEPHYR

Necrodancer Ectoplasmic Energy


3rd-level Necrodancer feature
You have gained the ability to see and communicate
with unquiet spirits, whether from prolonged Your proximity to mortality personified has granted
exposure to the lands of the dead, or by surviving a you the ability to cast spells.
near-death experience. However you acquired your Spells Known. You know spells based on your zephyr
gift, you can manipulate an ethereal substance known level. You can cast the spells on the Ectoplasmic
as ectoplasm to work dread magic and channel Spellcasting chart below at the associated zephyr

e
impassioned ghosts to further enhance your abilities. level, which count as necrodancer spells for you.
Ectoplasm Points. You have a pool of ectoplasm
Necrodancer’s Flow points equal to half your zephyr level (rounded up).
3rd-level Necrodancer feature You can cast your necrodancer spells by expending
ectoplasm points as indicated on the Ectoplasmic

fil
While you are in flow you gain the following
spellcasting chart. You regain all expended ectoplasm
additional benefits:
points when you finish a long rest.
» When you deal damage with a zephyr weapon, you Spellcasting Focus. You can use any bone of a
can change the damage type to necrotic. deceased humanoid as a spellcasting focus for your
necrodancer spells.
Spellcasting Ability. Charisma is your spellcasting
ability for your necrodancer spells, since you learn
your spells through direct communion with the
dearly departed. You use your Charisma whenever a

e spell refers to your spellcasting ability. In addition,


you use your Charisma modifier when setting the
saving throw DC for a necrodancer spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency
pl
bonus + your Charisma modifier

Spell attack modifier = your


proficiency bonus + your
Charisma modifier
m

Ectoplasmic Spellcasting
Zephyr Ectoplasm
Level Spells Points
discern hauntings *,
3rd 2
Sa

grave grasp *
gentle repose,
7th 3
see invisibility
mortal terror *,
13th 5
speak with dead
death ward,
19th 6
spectral step *
* Spells marked with an asterisk can be found in the appendix
of this book.
THE ZEPHYR 13

Unquiet Spirits » At the start of each of your turns, you lose


3rd-level Necrodancer feature temporary hit points equal to your zephyr level
and creatures of your choice within 30 feet take an
Your dance card is always full when it comes to the
equal amount of necrotic damage.
dead. You are familiar with two unquiet spirits. Your
unquiet spirit options are detailed at the end of the Once you use this feature, you must finish a long
subclass description. Each time you finish a long rest before you can use it again.
rest, choose an unquiet spirit you are familiar with.

e
Until your next long rest, you channel that unquiet
spirit gaining its associated flow benefit and ability to
Unquiet Spirits
cast its spells based on your zephyr level using your Unquiet spirits are the lingering ectoplasmic shadows
ectoplasm points. of once living beings. Necrodancers can channel these
You become familiar with an additional unquiet entities to enhance their flow and access emotion

fil
spirit of your choice at 6th (three total), 10th (four laden magics.
total), and 15th (five total) level.
Delirium
Danse Macabre Spirits of delirium experienced acute confusion and
6th-level Necrodancer feature cognitive decline in their final hours or days. In death,
they are haunted by horrifying hallucinations and
As a bonus action, you can switch the unquiet spirit paralyzing delusions.
you are channeling to another unquiet spirit you are Delirium Flow. While you are in flow with a spirit
familiar with. of delirium channeled, you have advantage on
You can use this bonus action twice, regaining all Intelligence, Wisdom, and Charisma saving throws
uses when you finish a long rest.

Stygian Inhalation
10th-level Necrodancer feature
e against spells.
Delirium Spells. While you are channeling a spirit
of delirium, the following spells are considered
necrodancer spells prepared by you.
pl
When a creature within 30 feet of you dies, you
Delirious Magic
can use your reaction to gain temporary hit points
equal to twice its CR (or level, if it doesn’t have a CR). Zephyr Ectoplasm
While you have any temporary hit points gained Level Spells Points
from this feature, casting necrodancer spells costs 3rd hideous laughter 2
1 less ectoplasm than normal and you are resistant
to nonmagical bludgeoning, piercing, and slashing 7 th
crown of madness 3
m

damage. You lose all remaining temporary hit points 13 th


major image 5
gained from this feature after 1 hour.
19th confusion 6
Once you use this feature, you must finish a long
rest before you can use it again.
Despair
Spirits of despair left the world of the living convinced
Unquiet Night there was no hope. In death, they work to convince the
15th-level Necrodancer feature
living that the fatalistic outlook they have is the only
Sa

Your spirit is suffused with ectoplasm, allowing you realistic one.


to continue on when death would otherwise claim Despair Flow. While you are in flow with a spirit
you. When you take damage that reduces you to 0 hit of despair channeled, once per turn when you hit a
points or kills you outright, you are instead reduced creature with a zephyr weapon it has disadvantage on
to 1 hit point and gain temporary hit points equal to the first ability check, attack roll, or saving throw it
your maximum hit points. makes before the start of your next turn.
While you have any temporary hit points from this Despair Spells. While you are channeling a spirit
feature, you gain the following benefits: of despair, the following spells are considered
necrodancer spells prepared by you.
» You have resistance to all damage.
» You channel all unquiet spirits you are
familiar with.
» Casting necrodancer spells costs 2 less ectoplasm
than normal.
14 THE ZEPHYR

Despairing Magic Hateful Magic


Zephyr Ectoplasm Zephyr Ectoplasm
Level Spells Points Level Spells Points
3rd sleep 2 3rd hellish rebuke 2
7th silence 3 7th carrionette * 3
13th slow 5 13th bestow curse 5

e
19 th
cacophony * 6 19 th
banishment 6

Greed Hubris

fil
Those who die wishing for nothing but a chance to Those whose last moments on earth were spent
acquire more wealth become spirits of greed. In death, reliving embellished fantasies of their own grandeur
their state makes riches pointless but they crave them pass on to become spirits of hubris. In death, a spirit
all the same. of hubris seeks to impress its self-assured significance
Greed Flow. While you are in flow with a spirit of upon the living.
greed channeled, when a creature within 30 feet of Hubris Flow. While you are in flow with a spirit
you dies you can use your reaction to gain gp equal to of hubris channeled, once per turn after you make
its CR or level. an ability check, attack roll, or saving throw you can
Greed Spells. While you are channeling a spirit of expend and roll a Hit Die. You take necrotic damage
greed, the following spells are considered necrodancer equal to the result of the Hit Die and add the same
spells prepared by you.

Greedy Magic
Zephyr
Level Spells
e Ectoplasm
Points
number to the result of your ability check, attack roll,
or saving throw, potentially turning a failure into
a success.
Hubris Spells. While you are channeling a spirit
pl
of hubris, the following spells are considered
necrodancer spells prepared by you.
3rd floating disk 2
7th knock 3 Hubristic Magic
13th clairvoyance 5 Zephyr Ectoplasm
Level Spells Points
19th secret chest 6
3rd command 2
m

Hate 7th suggestion 3


Spirits of hate died under bitter circumstances and
passed on with nothing in their hearts but seething 13th fly 5
resentment towards their enemies. In death, they 19 th
subjugate * 6
rage against every perceived slight and never forget
a grudge. Jealousy
Hate Flow. While you are in flow with a spirit of hate Spirits of jealousy spent their final moments fixated
Sa

channeled, when you roll a 1 or 2 on a damage die for on a person, object, or status that they understood
an attack you make with a zephyr weapon, you can would soon be forever beyond their grasp. In death,
reroll the die and must use the new roll, even if the they are obsessed with control and possession.
new roll is a 1 or a 2. Jealousy Flow. While you are in flow with a spirit of
Hate Spells. While you are channeling a spirit of jealousy channeled, when you hit a creature with a
hate, the following spells are considered necrodancer zephyr weapon it takes 1d6 psychic damage the first
spells prepared by you. time it willingly moves away from you before the start
of your next turn.
Jealousy Spells. While you are channeling a spirit
of jealousy, the following spells are considered
necrodancer spells prepared by you.
THE ZEPHYR 15

Jealous Magic Terrified Magic


Zephyr Ectoplasm Zephyr Ectoplasm
Level Spells Points Level Spells Points
3rd charm person 2 3rd web 2
7th detect thoughts 3 7th invisibility 3
13th incite emotions * 5 13th fear 5

e
19 th
locate creature 6 19 th
phantasmal killer 6

Shame Neverlander

fil
Spirits of shame died filled with self-loathing and
You have spent time in the fey realm. Whether you
remorse. In death, spirits of shame lament their
were snatched from your crib by a jealous fairy or
shortcomings and castigate those they perceive as
randomly stumbled into their world while lost in
similarly sordid.
the woods, the peculiar dream logic of the fey realm
Shame Flow. While you are in flow with a spirit of
seeped into your soul. Some Neverlanders look
shame channeled, when a creature within 30 feet of
back on their time among the fairies with dread,
you fails an ability check, attack roll, or saving throw
remembering their cruel tricks and abuse, while
you can use your reaction to deal psychic damage
others long to return to the endless summers of
equal to half your level in this class.
pretend adventures and make believe. Regardless,
Shame Spells. While you are channeling a spirit

Shameful Magic
Zephyr
e
of shame, the following spells are considered
necrodancer spells prepared by you.

Ectoplasm
when you left the fey realm, you took a bit of its
capricious magic and it has been with you ever since.

Neverlander’s Flow
3rd-level Neverlander feature
pl
Level Spells Points While you are in flow you gain the following
additional benefits:
3 rd
disguise self 2
» You can use a bonus action to heckle a creature you
7th zone of truth 3
can see within 30 feet with unkind words and rude
13th meld into stone 5 gestures. When you do, the target has disadvantage
19 th
malodor * 6 on the first ability check or attack roll it makes
m

before the start of your next turn.


Terror » When a creature within 30 feet that can see or
Spirits of terror passed away in a state of absolute fear. hear you fails an ability check, attack roll, or saving
In death, they have become fixated on afflicting others throw you can use your reaction to taunt it with
with the same sensation. insults and pantomime. The creature takes psychic
Terror Flow. While you are in flow with a spirit of damage equal to your zephyr level.
terror channeled, when you score a critical hit with a
Forever Young
Sa

zephyr weapon against a creature it is frightened of


you until the end of your next turn. 3rd-level Neverlander feature
Terror Spells. While you are channeling a spirit For every 10 years, you age 1 year. In addition, you are
of terror, the following spells are considered immune to being magically aged.
necrodancer spells prepared by you.
Happy Thoughts
6th-level Neverlander feature
When you use your Flow feature, you gain a flying
speed of 30 feet for the next 10 minutes. If you already
have a flying speed, your flying speed increases by 30
feet for 10 minutes instead.
16 THE ZEPHYR

Got to Crow
10th-level Neverlander feature
When you score a critical hit, you can crow with
infectious boldness. When you do, each creature
of your choice within 30 feet that can hear you has
advantage on the first ability check, attack roll,
or saving throw it makes before the start of your

e
next turn.

Bangarang
15th-level Neverlander feature

fil
You are the very picture of youthful bravado. You gain
the following benefits:
» You gain a flying speed of 30 feet.
» When you enter flow, creatures of your choice
within 30 feet gain a flying speed of 30 feet for
10 minutes.
» When you use your Got to Crow feature, each
chosen creature also gains temporary hit points
equal to half your zephyr level. Any temporary hit

e points gained by this ability are lost at the end of


your next turn.

Serpent Souled
pl
Your natural poise and allure attracted the attention
of a primordial serpent spirit who has since imbued
you with a fragment of its power. Some Serpent Souled
were raised in cults to the serpent spirit, while others
receive a visitation while hallucinating or in a dream.
Regardless of how the serpent called, it made you an
offer to join its den in exchange for power and you
took it—what price it may someday ask you to pay, you
m

do not know.

Serpent Souled’s Flow


3rd-level Serpent Souled feature
While you are in flow you gain the following
additional benefits:
Sa

» When you hit a creature with a zephyr weapon,


it takes 1d4 poison damage at the start of your
next turn.
» You can move through spaces occupied by other
creatures but can’t end your movement in an
occupied space.

Snake Handler
3rd-level Serpent Souled feature
You have resistance to poison damage and advantage
on saving throws against being poisoned.
In addition, you can verbally communicate with
snakes and serpents, as if under the effect of the speak
with animals spell.
THE ZEPHYR 17

Hypnotic Movement
6th-level Serpent Souled feature
When you take the Dodge action, you can
mesmerize a creature of your choice that
can see you within 10 feet. When you do,
the target must succeed on a Wisdom
saving throw or be stunned until the

e
end of its next turn. The stunned
condition ends early if the creature
takes damage.
Once you use this feature, you can’t
use it again until you finish a short or

fil
long rest. Starting at 15th level, you
can use it twice before a rest, but
only once on the same turn.

Twin Fangs
10th-level Serpent
Souled feature
When you score a critical
hit against a creature
with a weapon attack
using a zephyr
weapon, it takes 2d4
poison damage at
e
pl
the start of your
next turn.

Variegated
Venoms
10th-level Serpent Souled feature
When you deal poison damage to a
m

creature as a result of your Serpent


Souled or Twin Fangs feature, you
can change the damage type to
your choice of acid or necrotic
damage instead.

Serpentine Strikes
Sa

15th-level Serpent Souled feature


Your sinuous movements enhance your ability to
beguile, evade, and blight your foes. You can use a
bonus action to take the Dodge action. When you do,
until the start of your next turn the poison damage
dealt by your Serpent Souled’s Flow and Twin Fangs
features increase from d4’s to d8’s.
Once you use this feature three times, you can’t use
it again until you finish a long rest.
18 THE ZEPHYR

Weave Dancer when you reach 7th level in this class, you can learn
one new spell of 1st or 2nd level.
Weave dancers use flowing motion to sign runes
The spells you learn at 8th, 14th, and 20th level can
and sigils into the air, working magic with effortless
come from any school of magic.
fluency. Typically lacking formal training, these
Whenever you gain a level in this class, you can
zephyrs instinctively grasp the internal logic of
replace one of the spells you know with another spell
spellcasting, allowing them to discover spells
of your choice. The new spell must be of a level for
intuitively and enhance their magic with trademark
which you have spell slots, and it must be from your

e
celerity. For a weave dancer, the mundane and the
primary or secondary spell school, unless you’re
magical form a single spectrum they dance along with
replacing the spell you gained at 3rd, 8th, 14th, or
light feet and open eyes.
20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting
Weave Dancer’s Flow

fil
ability for your Weave Dancer spells, since you learn
3rd-level Weave Dancer feature
your magic through deep contemplation on the
While you are in flow you gain the following nature of the Tapestry. You use Intelligence whenever
additional benefits: a spell refers to your spellcasting ability. In addition,
you use your Intelligence modifier when setting the
» Your spell attacks score a critical hit on a roll of 19
saving throw DC for a Weave Dancer spell you cast and
or 20.
when making an attack roll with one.
» When you use your action to cast a spell of 1st level
or higher, you can use a bonus action on the same Spell save DC = 8 + your proficiency bonus + your
turn to teleport up to 30 feet to an unoccupied Intelligence modifier
space you can see.

Spellcasting
3rd-level Weave Dancer feature
e Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Spellcasting Focus. You can use dancing shoes or a
ribbon wand as a spellcasting focus for your Weave
pl
When you reach 3rd level, you augment your agility
Dancer spells.
with the ability to cast spells.
Spell Schools. When you gain this feature, you Weave Dancer Spellcasting
choose one spell school. This is your primary spell Zephyr Cantrips Spells Spell Slots per
school. At 10th level, choose another spell school. This Level Known Known Spell Level
is your secondary spell school. 1 st
2nd 3rd 4th
Cantrips. You learn two cantrips of your choice from
3rd 2 3 2 — — —
your primary spell school. When you reach 10th level,
m

4th 2 4 3 — — —
you learn an additional cantrip of your choice from
your secondary spell school. 5th 2 4 3 — — —
Spell Slots. The Weave Dancer Spellcasting table 6th 2 4 3 — — —
shows how many spell slots you have to cast your 7th 2 5 4 2 — —
spells of 1st level and higher. To cast one of these 8th 2 6 4 2 — —
spells, you must expend a slot of the spell’s level or 9th 2 6 4 2 — —
higher. You regain all expended spell slots when you 10th 3 7 4 3 — —
Sa

finish a long rest. 11th 3 8 4 3 — —


For example, if you know the 1st-level spell shield
12th 3 8 4 3 — —
and have a 1st-level and a 2nd-level spell slot available,
you can cast shield using either slot. 13th 3 9 4 3 2 —
Spells Known of 1st Level and Higher. You know 14th 3 10 4 3 2 —
three 1st-level spells, two of which must be from your 15th 3 10 4 3 2 —
primary spell school. 16th 3 11 4 3 3 —
The Spells Known column of the Weave Dancer 17th 3 11 4 3 3 —
Spellcasting table shows when you learn more spells 18th 3 11 4 3 3 —
of 1st level or higher. Each of these spells must be 19th 3 12 4 3 3 1
from your primary spell school (or secondary spell 20th 3 13 4 3 3 1
school, after you’ve reached 10th level), and must be
of a level for which you have spell slots. For instance,
THE ZEPHYR 19

Enspelled Reaction For example, if you’re a 9th-level zephyr, you can


6th-level Weave Dancer feature recover up to three levels worth of spell slots. You can
recover either a 2nd-level spell slot and a 1st-level
When you use your action to cast a spell it counts as
spell slot or three 1st-level spell slots.
taking the Attack action for the purposes of your Extra
Reaction feature.
Spell Chaining Step
10th-level Weave Dancer feature
Mystic Recovery

e
6th-level Weave Dancer feature You’ve learned to draw upon your connection to the
Tapestry to surpass the limitations of spellcasting.
You have learned to regain some of your magical
When you use this feature, you choose one of the
energy by tracing sigils in a meditative trance. Once
following options. Once you have used this feature,
per day when you finish a short rest, you can choose
you must finish a short or long rest before you can use

fil
expended spell slots to recover. The spell slots can
it again.
have a combined level that is equal to or less than a
Chaincast. As an action, you expend a spell slot
third of your zephyr level
of 2nd level or higher to cast two different Weave
(rounded down),
Dancer spells you know of 1st level or higher whose
and none of the
combined spell levels are equal to or less than the
slots can be 5th
level of the expended spell slot. Both spells must have
level or higher.
a casting time of 1 action and only one of the two
spells can require concentration.
Quickcast. When you cast a Weave Dancer spell that

e has a casting time of 1 action, you can change the


casting time to 1 bonus action for this casting.

Tapestry Fraying Frolic


15th-level Weave Dancer feature
pl
You have resistance to damage from spells.
In addition, while you are in your flow you
have advantage on saving throws against spells and
spell attacks against you have disadvantage.

Appendix:
m

New Spells
The following new spells were originally created for
the Thaumaturge class but have been included here
for use with the kinetic impulse, Necrodancer. The
spells are presented in alphabetical order.

Cacophony
Sa

4th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: S, M (a thin sheet of metal worth
at least 1 cp which the spell consumes, or an
instrument worth at least 1 sp)
Duration: Concentration, up to 1 minute
You create continuous, ear-splitting noise
resounding within a 20-foot-radius sphere
centered on a point you choose within range. Each
creature fully within the sphere when it appears
must make a Constitution saving throw, taking 4d10
20 THE ZEPHYR

thunder damage and being deafened for 1 minute on ending the spell. The target must succeed on a
a failed save, or taking half as much damage and not Charisma saving throw or become anchored for 1
being deafened on a successful one. minute, causing them to become visible. For the next
Any creature fully within the sphere is deafened and minute the target cannot become invisible again and
any noise or speech it attempts is inaudible, however is teleported to an unoccupied space of your choice on
it is still able to perform verbal components. When a the Material Plane within 30 feet of you, and cannot
creature starts its turn within this area, it takes 2d10 leave the Material Plane.
thunder damage.

e
At Higher Levels. When you cast this spell using a Grave Grasp
spell slot of 5th level or higher, the initial damage 1st-level necromancy
increases by 2d10 per slot level above 4th.
Casting Time: 1 action
Range: 60 feet

fil
Carrionette Components: V, S
2nd-level necromancy
Duration: Concentration, up to 1 minute
Casting Time: 1 reaction, which you take when a
You cause putrefied hands to burst out of the ground
creature you can see within range is reduced to 0 hit
or another surface within range, grasping at a creature
points or dies
of your choice within 5 feet of it. Make a ranged
Range: 60 feet
spell attack against the target. On a hit, the target is
Components: V, S, M (a cross brace)
restrained. While restrained in this way, the target
Duration: 1 round
can’t regain hit points. The target, or another creature
Ethereal strings spring from your fingers and wrap within 5 feet of the target, can use its action to free the

e
around the limbs of the triggering creature. The
creature immediately dies if it is not already dead and,
at the start of your next turn, you can instruct it where
to move, choosing which of its movements speeds to
target, ending the restrained condition.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st.
pl
use (no action required by you) and issue a command
for it to use an action of your choice from its stat block Incite Emotions
(except for casting a spell) as a bonus action. This 3rd-level enchantment
spell ends at the end of your turn and has no effect
Casting Time: 1 action
on Constructs, Undead, or creatures with a challenge
Range: 60 feet
rating of 7 or higher.
Components: V, S
At Higher Levels. When you cast this spell using
Duration: Concentration, up to 1 minute
a spell slot of 3rd level or higher, the maximum
m

challenge rating of a creature you can target with the You attempt to induce strong emotions in a group
spell increases by 3 for each slot level above 2nd. of people. Each humanoid in a 20-foot-radius sphere
centered on a point you choose within range must
Discern Hauntings make a Charisma saving throw; a creature can choose
1st-level necromancy to fail this saving throw if it wishes. If a creature
fails its saving throw, choose one of the following
Casting Time: 1 action
two effects.
Range: Self
Sa

You can cause all creatures who failed the saving


Components: V, S, M (a pinch of cremains)
throw to be charmed or frightened (your choice) by
Duration: Concentration, up to 10 minutes
you or another creature of your choice within 60 feet
For the duration, you open your senses to the restless of you.
dead within 60 feet of you. Within that area you know Alternatively, you can make a target hostile about
if and where there are Undead, you can see invisible creatures of your choice that it is indifferent toward.
undead, and you can see Undead in the Ethereal Plane. This hostility can escalate to violence if the target is
In addition, you can understand and be understood by attacked or harmed by a spell or if it witnesses any
any Undead that knows at least one language. of its friends being harmed. When the spell ends, the
While concentrating on this spell you can use an creature becomes indifferent again, unless the GM
action to choose an Undead within 60 feet that is rules otherwise.
either invisible or on the Ethereal Plane, immediately
THE ZEPHYR 21

Malodor If the target cannot see you on its turn, it can use
4th-level Illusion its action to make the saving throw again, ending the
frightened condition on a success.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: 60 feet
spell slot of 4th level or higher, you can choose an
Components: S, M (a rotten egg or an old boot)
additional creature for each slot level above 3rd.
Duration: Instantaneous
You create a short burst of putrid stench in a 20-foot- Spectral Step

e
radius sphere centered on a point you can see 4th-level necromancy
within range. The sphere spreads around corners.
Casting Time: 1 bonus action
Each conscious creature in the area must make a
Range: Self
Constitution saving throw. On a failure, a creature
Components: S, M (a vial of ectoplasm worth at least

fil
takes 6d6 psychic damage, is poisoned until the start
10 gp, which this spell consumes)
of your next turn, and its concentration breaks on any
Duration: Concentration, up to 1 minute
spell or effect. On a success, a creature takes half as
much psychic damage and isn’t poisoned. You partially transubstantiate your flesh into spectral
Additionally, creatures in this spell’s area that are material, allowing you to mimic some of the abilities
unconscious as a result of dropping to 0 hit points and resilience of the incorporeal undead. For the
regain 1 hit point and wake up. duration, you can move through creatures and objects
At Higher Levels. When you cast this spell using a as if they were difficult terrain. If you end your turn
spell slot of 5th level or higher, the damage increases inside an object, you are shunted to the nearest
by 1d6 for each slot level above 4th, and the radius unoccupied space and take 1d10 force damage.

above 4th.

Mortal Terror
e
of the sphere increases by 5 feet for each slot level Additionally you have resistance to nonmagical
bludgeoning, piercing, and slashing damage.

Subjugate
pl
3rd-level enchantment 4th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (the skull of a Components: V
deceased humanoid) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Up to 6 creatures of your choice that you can see
A creature of your choice within range that can see within range and can hear you must make a Charisma
m

you must succeed on a Wisdom saving throw or be saving throw. A target automatically succeeds on the
frightened of you for the duration. While frightened in saving throw if it is immune to being charmed. On a
this way, if suffers the following effects: failed save, a target drops prone. Until the spell ends,
the target can’t willingly rise from prone.
» When you deal damage to the target with an attack
At the end of each of its turns, an affected creature
or spell, it takes an additional 1d4 psychic damage.
can repeat the saving throw, ending the effect on itself
» If the target willingly moves more than half of its
on a success.
movement speed in a turn it must immediately
Sa

At Higher Levels. When you cast this spell using a


succeed on a Dexterity saving throw or fall prone.
spell slot of 5th level or higher, you can target up to
» The target has disadvantage on Wisdom
two additional creatures for each slot level above 4th.
(Perception) checks to notice actions, events, or
creatures other than you.
22 THE ZEPHYR

Notes

e
fil
e
pl
m
Sa
THE ZEPHYR 23

Notes

e
fil
e
pl
m
Sa

You might also like