A Zephyr dedicates their life to the relentless pursuit of kinetic perfection. They hone their bodies into blurs of motion, training from a young age in remote wilds or mountain monasteries, wielding speed to unleash blows that echo through their foes and slip past attacks like a whispering wind.
Zephyrs are Unarmed and Dangerous, relentless forces on the battlefield, and Graceful Combatants who move with unparalleled speed and turn enemy strikes into opportunities.
Iron Defense
Your armor equals DEX+STR as long as you are unarmored.
Swift Fists
Your unarmed strikes are not subject to disadvantage imposed by Rushed Attacks, and their damage is 1d4+STR.
Swift Feet
While unarmored, gain +2 speed and +LVL Initiative.
Burst of Speed
When you roll Initiative, gain DEX Bursts of Speed. (1/turn) Spend 1 Burst to use for free: Slipstream (Defend, attack misses), Whirling Defense (Defend, apply armor to every attack this round), Swiftstrike (Attack, ignore Rushed Attack disadvantage), or Windstep (Move, ignore difficult terrain).
Subclass
Choose a Zephyr subclass.
Kinetic Momentum
Whenever you gain a Wound, gain a Burst of Speed.
Ethereal Projection
(1/day) By meditating for at least 10 minutes, you can project an ethereal version of yourself up to 30 ft. away, passing through solid objects or barriers. You see through your projection's eyes. It lasts for up to 10 minutes.
Unyielding Resolve
Ignore the first Wound you would suffer each encounter (when-Wounded abilities, such as Kinetic Momentum, still trigger).
Key Stat Increase
+1 DEX or STR.
Martial Master
Choose a Martial Arts Abilities.
Reverberating Strikes
You learn to focus your energy and transfer it as an additional concussive force into your foes. Add LVL bludgeoning damage to all of your melee attacks.
Secondary Stat Increase
+1 INT or WIL.
Martial Master (2)
Choose a 2nd Martial Arts Abilities.
Infuse Strength
Action: Make an unarmed strike against an ally and infuse them with a portion of your own strength. Expend any number of Hit Dice and heal them as you would heal yourself during a Field Rest (roll them and add your STR to each).
Subclass
Gain your Zephyr subclass feature.
Martial Master (3)
Choose a 3rd Martial Arts Abilities.
Key Stat Increase
+1 DEX or STR.
Swift Feet (2)
Gain an additional +2 speed as long as you are unarmored.
Secondary Stat Increase
+1 INT or WIL.
Martial Master (4)
Choose a 4th Martial Arts Abilities.
Unyielding Resolve (2)
Ignore the first 2 Wounds you would suffer each encounter.
Subclass
Gain your Zephyr subclass feature.
Martial Master (5)
Choose a 5th Martial Arts Abilities.
Key Stat Increase
+1 DEX or STR.
Iron Defense (2)
Your armor is doubled while unarmored.
Secondary Stat Increase
+1 INT or WIL.
Martial Master (6)
Choose a 6th Martial Arts Abilities.
Subclass
Gain your Zephyr subclass feature.
Martial Master (7)
Choose a 7th Martial Arts Abilities.
Key Stat Increase
+1 DEX or STR.
Unyielding Resolve (3)
Ignore the first 3 Wounds you would suffer each encounter. You have advantage on STR saves while Dying.
Secondary Stat Increase
+1 INT or WIL.
Martial Master (8)
Choose an 8th Martial Arts Abilities.
Epic Boon
Choose an Epic Boon.
Windborne
+1 to any 2 of your stats. +1 additional burst of speed when you roll Initiative. Permanently gain 1 action (while Dying, you have a max of 2 actions).
Martial Arts Abilities
Choose Martial Arts Abilities as you level up.
Airshift
You cannot be Grappled while conscious. While moving, you may travel across all terrain as normal ground, ignoring all ill effects (e.g., walls/ceilings, water, treetops, lava, spikes, clouds).
Blur
(1/encounter) When you Defend, you may first move up to half your speed away, taking no damage if you are now out of range or have Full Cover.
Bodily Discipline
You may spend 1 action to end any non-Wound condition on yourself.
Enduring Soul
Each time you roll Initiative, gain Hit Dice equal to the actions you get on your first turn. These Hit Dice expire at the end of combat if unused.
I Jump On His Back!
While moving with your Windstep, if you move into the space of a creature your size or larger, you may jump onto its back. While on a creature this way, gain advantage on melee attacks against it, and any damage you avoid is dealt to it instead.
Kinetic Barrage
Whenever you miss an attack, gain a cumulative +STR bonus to all damage you do for the rest of this encounter.
Mighty Soul
You cannot be moved against your will. Whenever you would fail a saving throw, you may gain a Wound in order to add your STR to the result you rolled. You may repeat this any number of times.
Quickstrike
When you Interpose, you may first make an unarmed strike against the enemy for free.
Use Momentum
Whenever you avoid all of the damage of a melee attack (whether it misses or you Defend), you may swap places with the attacker and then choose another target that is now within the attack's reach, and they are hit instead.
Vital Rejuvenation
When you receive healing for the first time on a turn, you may heal another target within 6 spaces HP equal to your STR.
Windstrider
If you move through the space of a willing creature while using Windstep, they can move with you and choose any space adjacent to your path of movement to end in.