Class record
Windbringer
Support
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Support
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason or Fitness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
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.

