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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

Mage mastered or Wind mastered.

Advancement

Progression

  1. UnlockKey ability
  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 ability granted by Windbringer.

Key ability

Wind Master

Class feature

Benefit 1

You gain Wind Mastery.

Benefit 2

You can use Glide.

2 AP
Range
Self
Keywords
Aura, Upkeep

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
Range
40ft
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
Range
Self
Keywords
Aura, Upkeep,Slow

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
Range
Touch

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 higher than 5ft above the ground, 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

-