Zephyr Striker Rogue

## **Level 3:**

### Striker Proficiencies:

You gain Proficiency with Glaives, Pikes, Quarterstaffs, and Spears if you didn't already have them. While you are using weapons of these types they gain the Finesse property.

### Saving Throws:

Some of your class features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Zephyr save DC = 8 + your proficiency bonus + your Dexterity modifier

### Wind Vault:

While wielding a melee weapon that has the two-handed or versatile properties, you may use your Dexterity to determine the distance or height to which you can jump. This distance is also no longer hindered by not moving first and is increased by the reach of your current weapon.

Additionally, whilst you are airborne you can use your reaction to send yourself into a glide until you land, slowing your descent to 10ft over the course of each turn.

### Zephyr Dance:

As a Bonus Action you can perform a secondary jump whilst mid-air, propelling yourself up to half of your usual distance both horizontally and vertically. This feature has a number of uses equal to your proficiency bonus, while you have expended uses of this feature at the start of your turn roll a d6; on a result of a 5 or a 6, one use is recharged.

### Gale Dive:

As part of the Attack Action while you are airborne you may send yourself into a dive, temporarily negating the glide feature of Wind Vault until you make a melee weapon attack as you move your full speed straight down. If you land as part of this movement you cancel any falling damage up to a distance equal to half your movement speed.

Whilst diving you gain advantage on a target if you have fallen 10ft or more before attacking them.

If you successfully hit with a melee weapon attack using a weapon that has the two-handed or versatile properties while diving you may use that leverage to immediately propel yourself using Zephyr Dance once more as a free action if you have an available use of it.

## Level 9:

### Zephyr Forms:

#### Squall Blade:

As part of the Attack Action while you are airborne you may sweep your weapon violently in front of you, sending a blast of bitingly cold air in a 15ft cone originating from yourself. Creatures within this cone must make a Constitution Saving Throw or take cold damage equal to your Sneak Attack, taking half as much on a successful save. This attack also sends you flying in a direction exactly opposite of the cone 15ft.

You can use this Zephyr Form a number of times equal to Proficiency Bonus. You regain all expended uses when you finish a short or long rest.

#### Tranquil Breeze:

Whilst gliding, you may slip into streams of the air that break no sound. For the next hour you gain advantage on Dexterity (Stealth) checks that rely on moving silently. This effect ends early if you come to a complete stop on the ground, make an attack roll, deal damage to a creature, force a creature to make a saving throw or wish to slip out of the silent winds early (no action required).

After using this Zephyr Form it cannot be used again until you finish a short or long rest.

## Level 13:

#### On the Four Winds:

Zephyr Dance now recharges on a result of a 4 or higher.

Gale Dive now reduces fall damage up to a distance equal to your full movement speed instead of half.

#### Blazing Ascension:

On your turn as part of your movement to perform Wind Vault you may spend your bonus action to create a scorching gust of air as you vault away. Performing Wind Vault in this way doubles the distance you travel and forces all other creatures within the reach of your weapon from where your movement started to make a Dexterity Saving Throw. On a failed save a target takes damage equal to your Sneak Attack, taking half as much damage on a successful save.

You can use this Zephyr Form a number of times equal to Proficiency Bonus. You regain all expended uses when you finish a long rest.

## Level 17:

#### Hurricane Plunge:

As part of the Attack Action while you are diving you may begin to swirl your weapon around you in a flourishing display, whirling the winds around you and causing them to collect momentarily into a localized hurricane. Each creature of your choice within twice the reach of your weapon during the course of your dive must make a Strength Saving Throw or be thrown in a direction of your choice up to the full distance equal to your current dive.

If you target a creature with an attack made as part of this action they take an additional d6 of damage for every 10ft you fell during your dive up to a maximum of your Sneak Attack and are exempt from the saving throw as they are in the eye of the storm.

If you land an attack made as part of this action you are not able to use Zephyr Dance again until the start of your next turn.

After using this Zephyr Form it cannot be used again until you finish a short or long rest.