Galeshot Conclave Ranger

**Galeshot Conclave**

*All archers know that no matter their aim, the whims of the wind can alter the course of an arrow. The rangers of the Galeshot Conclave have made that wind their ally, learning to manipulate it to protect their shots and at will.*

## **Level 3**

#### **Galeshot Magic:**

Starting at 3rd Level, you learn an additional spell when you reach certain levels in this class, as shown in the Galeshot Spells table. These spells count as ranger spells for you, but do not count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

#### **Wind Marks:**

Starting at 3rd Level, Once per turn when you make a ranged weapon attack you can infuse the projectile with wind magic, adding one Wind Mark effect to the attack. These attacks are all considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage and you choose to use this feature after you hit. You can use this feature a number of times equal to 2 + your proficiency bonus, regaining all uses on a short or long rest.

* **Wind Trap:** When you hit with this attack, the target is marked with wind magic for up to 1 minute or until you remove the mark as a bonus action. When an enemy moves within 5ft of the target or the target moves within 5 ft of an ally, the triggering creature must succeed a strength save against spell save dc or suffer 1d6 bludgeoning damage and be shoved 5ft in a direction of your choice, removing the mark. The distance increases to 10 ft starting at 7th Level.
* **Boosting Breeze:** When you hit with this attack, until the start of your next turn, allies within 60 ft. of the target move an additional 5 ft as long as they are moving towards the target. At 7th level this bonus increases to 10 ft.
* **Air Dash:** When you hit with this attack you may immediately fly 5ft in any direction without provoking attacks of opportunity. Starting at 7th level you may do this for every attack you make this turn without touching the ground, taking each consecutive shot from the end of the previous movement.
* **Archers Paradox:** When you hit with this attack your next ranged weapon attack against that creature for the next minute has advantage. Starting at 7th level you can instead choose to give this advantage to any ranged weapon attack you make for the duration regardless of target.
* **Wind Cord:** When you hit with this attack, an invisible cord of wind is formed between you and the target  for up to 1 minute or until you remove the cord as a bonus action. If you or the target attempt to move away from the other end of the cord, they must succeed on an athletics check against the other creature or target. On a success, they may move as if they were grappling, pulling what is on the other end of the cord along with them. If the other end of the cord is not a creature, the DC of the athletics check is up to your DMs discretion, but generally the ground will not be moved. If a creature bonded by this ability would be pushed or otherwise forcefully moved away from the other end of the cord, they do not move unless the source is able to move both ends of the cord. At 7th Level,when you hit a creature with the ability, you may designate another creature you can see within 60 ft of you as the second end of the cord instead of yourself.

#### **Calm in the Storm:**

Starting at 3rd Level, your ranged weapon attacks are not impeded by wind, including wind created by a magical source.

## **Level 7**

#### **Grasping Thin Air:**

Starting at 7th Level, you have advantage on skill or ability checks against being grappled or restrained.

## **Level 11**

#### **Specialized Shots:**

Starting at 11th Level, your experience strengthens your ability to magically alter your shots. When you cast a concentration spell with an effect that occurs the next time you make or hit a ranged weapon attack or enchants ammunition, you can choose to cast it without requiring concentration, instead ending at its maximum duration or other normal limitations.

You may use this ability twice, regaining uses on a short or long rest. When you use this ability any spell currently active that you cast with this ability ends.

## **Level 15**

#### **Zephyr:**

Starting at 15th Level, you gain the ability to become a whirlwind. As an action, you may spend all of your remaining Wind Marks to channel the winds of the world through your body. This ability lasts for a number of rounds equal to 1+the number of Wind Marks spent when activating this ability, during which you gain a fly speed of 20ft, your movement does not provoke opportunity attacks, and you may use Wind Marks without expending uses of the ability.