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Class record

Windbringer

Tier
2
Difficulty
2 / 5
Roles
MainSupport

Entry

Requirements

Mage mastered or Wind mastered.

Advancement

Progression

  1. UnlockKey ability
    Wind MasterUnlocks GlideRefund possible Also granted by Aeromancer, Zephyr Warder
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason or Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

A supportive wind user that speeds up allies and hampers enemies.

Tactical guidance

Playing Windbringer

The windbringer is a wind based support that focuses on movement.

They start the battle by giving their allies Tailwind, which increases their initiative and boosts their movement speed. This is especially useful when you start far away from the enemy and have many melee focused fighters in the party.

If you need even more movement speed, you can activate Gale-Wind Aura. 20ft movement speed increase is a big boost and since your allies keep it after leaving the aura, they can cross great distances in a single turn.

Headwind instead hampers enemy. You need to be somewhat close to an enemy for it to take effect, but it's an otherwise unavoidable slow. Once you and your allies have engaged the front most enemy, Headwind can be used to deny their allies a chance to help.

Fly gives flying to yourself or an ally. It has a small mana cost, but the extra movement speed alone makes it worth using.

Windbringer

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Unlocked ability

Glide

1 RP
Granted byWind Master
RangeSelf
Keywords

You slow down your falling speed to 15ft per round and you are able to move horizontally as if normally moving. If you hit the ground while Glide is active, you do not take any falling damage and this effect ends.

Requirements

-
2 AP
RangeSelf
Keywords
AuraUpkeep

You project a Gale-Wind Aura around yourself that increases the movement speed of allies (excluding yourself) within 60ft of you by 20ft. An ally that starts their movement in the Aura, keeps the Speed increase for that move even if they leave the aura. Upkeep: You must spend 1 AP at the start of each turn or the aura fades.

Requirements

-

Ability

Tailwind

No listed cost
Range40ft
Keywords
Encounter Start

You and all allies within 40ft gain Tailwind, which provides a +1 bonus to initiative and doubles movement speed in the first round of combat.

Requirements

-

Ability

Headwind

2 AP
RangeSelf
Keywords

You project an aura around you that hinders the movements of enemies. 

All enemies that start their movement within 30ft of you become slowed. If an enemy takes a Move basic action outside of your zone and spends more than 1 AP, they are still slowed after calculating each individual AP spent on the move.

Upkeep: 1 AP

Requirements

-

Ability

Fly

1 AP2 MP
RangeTouch

You or the creature you touch gains Fly, which gives them controlled Flight, Hover and their movement speed is doubled while flying until the end of the encounter. If they take damage while flying (not hovering), their altitude drops by 20ft. 

If this would reduce their altitude to the point where they touch the ground, they become rooted and cannot fly again until the end of their next turn. If the attack that reduced your HP came from an flying creature other than yourself, you do not lose altitude.

Requirements

-

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.