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As an [[action]], you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a [[DL]] 10 [[Reflex]] saving throw or take damage as listed on the table below. | As an [[action]], you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a [[DL]] 10 [[Reflex]] saving throw or take damage as listed on the table below. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Innate<br>Points<br>Spent !! Maximum Weight !! Bludgeoning Damage | ! Innate<br>Points<br>Spent !! Maximum<br>Weight !! Bludgeoning<br>Damage | ||
|- | |- | ||
| 2 || 10 kg || 2d6 | | 2 || 10 kg || 2d6 | ||
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|} | |} | ||
'''Cloak of Air'''<br> | '''Cloak of Air'''<br> | ||
<sup>(3 innate points, concentration 10 minutes)</sup><br> | <sup>(3 innate points, concentration 10 minutes)</sup><br> |
Latest revision as of 17:46, 23 March 2023
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)
You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
- When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.
Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.
Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.
As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.
Innate Points Spent |
Maximum Weight |
Bludgeoning Damage |
---|---|---|
2 | 10 kg | 2d6 |
3 | 25 kg | 4d6 |
5 | 100 kg | 6d6 |
6 | 250 kg | 7d6 |
7 | 500 kg | 8d6 |
Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.
Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.
Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.