Servants of
the primordial powers of air tend to be wild and freewheeling, even flighty.
Air gensai and creatures with natural flying abilities are among the most
likely to gain the approval and patronage, but such powers are always on the
lookout for worthy pieces in their games and weapons against their hated terran
foes. While some servants of the air choose to wield lightning and thunder, all
feel the call of the free wind and sky.
Warlocks who
receive a pact blade often use light or finesse weapons. If they sacrifice a
cantrip slot they may, instead, use a ranged weapon. If these weapons use
ammunition they provide a limitless supply, while thrown weapons may be
recovered from up to 100 feet away as a bonus action once per turn or a reaction.
Those with familiars generally choose flying creatures such as bats, hawks,
owls, ravens. Those who benefit from the pact of the chain can instead call
upon an Air Elemental Wisp. These free-wheeling and fast moving warlocks are
rarely given tomes, and the rare ones that are given are often unusual in form,
such as a set of streamer-like scrolls or a cape made of ribbon-like pages.
Invocations;
flight, freedom of movement
Expanded
Spell List
The
Unbounded Sky lets you choose from an expanded list of spells when you learn a
warlock spell. The following spells are added to the warlock spell list for
you.
Level
|
Air
|
1
|
Fog Cloud, Jump, Feather Fall
|
2
|
Gust of Wind, Levitate
|
3
|
Lightning Bolt, Wind Wall
|
4
|
Freedom of Movement, Storm Sphere
|
5
|
Cloudkill, Control Winds
|
Bond of the
Sky
At 1st level
you can speak, read, and write Auran and Primordial. You are trained in
Acrobatics and your proficiency bonus with this skill is doubled. You use your
Dexterity rather than Strength to determine jump distances and height, may
substitute Dexterity (Acrobatics) for Strength (Athletics) checks when jumping (such
as to clear obstacles or increase jump height), and you do not halve your jump
height or distance for making standing jumps.
Gift of the
Oncoming Storm
At 6th
level, as an action you may gain advantage on Dexterity checks for one hour.
During this time, unless you are incapacitated, any falls you suffer are
considered 20 feet shorter for determining damage. After you use this ability
you cannot use it again until you complete a long rest. At 14th level you can
use it again after either a short or long rest.
Hands of Air
At 10th
level you gain proficiency with Dexterity saving throws.
Call of the
Clouds
At 14th
level, with little more than a gesture, you summon a blast of wind that tears
at a foe within 300 feet. A Large or smaller creature that fails must succeed
on a Strength saving throw or become restrained in a tumbling the whirlwind
until the end of their next turn. When a creature starts its turn restrained by
the whirlwind, the creature is pulled 10 feet higher inside it, unless the
creature is at the top of whatever space they are in. A restrained creature can
use an action to make a Strength or Dexterity check against your spell save DC.
If successful, the creature is no longer restrained by the whirlwind and is
hurled 3d6 × 10 feet away from it in a random direction. After a minute or
whenever they break free, the effect ends and the creature falls unless they
have some means to stay aloft.
You cannot
use this effect again until you have completed a long rest.
Next: The Unending Sea
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