Key Stats: DEX, STR Hit Die: 1d8 Starting HP: 13 Saves: DEX+, INT- Armor: None Weapons: Melee Starting Gear: Staff, Traveling Robes & Sandals
Levels
Level 1
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.
Level 2
Swift Feet While unarmored, gain +2 speed and +LVL Initiative.
Burst of Speed When you roll Initiative, gain DEX Bursts of Speed to use during that encounter. (1/turn) You may spend 1 Burst of Speed to use any of the following maneuvers for free:
- Slipstream. Defend, and the attack misses.
- Whirling Defense. Defend and apply your armor to every attack this round.
- Swiftstrike. Attack on your turn, and ignore disadvantage from Rushed Attacks.
- Windstep. Move on your turn, ignoring difficult terrain.
Level 3
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, and it is visible to other creatures as a translucent version of yourself. It cannot interact physically with the environment but can move freely within the distance limit and lasts for up to 10 minutes.
Level 4
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 ability.
Focus
Whenever you spend time meditating alone in a windy place during a Safe Rest, you may choose different Zephyr options available to you.
Level 5
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.
Level 6
Martial Master (2) Choose a 2nd Martial Arts Ability.
Infuse Strength Action: Make an unarmed strike against an ally and infuse them with a portion of your own strength instead of harming them. 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).
Level 7
Subclass Gain your Zephyr subclass feature.
Level 8
Martial Master (3) Choose a 3rd Martial Arts Ability.
Key Stat Increase +1 DEX or STR.
Level 9
Swift Feet (2) Gain an additional +2 speed as long as you are unarmored.
Secondary Stat Increase +1 INT or WIL.
Level 10
Martial Master (4) Choose a 4th Martial Arts Ability.
Unyielding Resolve (2) Ignore the first 2 Wounds you would suffer each encounter.
Level 11
Subclass Gain your Zephyr subclass feature.
Level 12
Martial Master (5) Choose a 5th Martial Arts Ability.
Key Stat Increase +1 DEX or STR.
Level 13
Iron Defense (2) Your armor is doubled while unarmored.
Secondary Stat Increase +1 INT or WIL.
Level 14
Martial Master (6) Choose a 6th Martial Arts Ability.
Level 15
Subclass Gain your Zephyr subclass feature.
Level 16
Martial Master (7) Choose a 7th Martial Arts Ability.
Key Stat Increase +1 DEX or STR.
Level 17
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.
Level 18
Martial Master (8) Choose an 8th Martial Arts Ability.
Level 19
Epic Boon Choose an Epic Boon.
Level 20
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).