Thursday, August 11, 2016

Primordial Patrons; The Unbounded Sky (D&D 5e)


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.

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