Air Elemental Warrior, Variant (5e Subclass)

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Air Elemental Warrior[edit]

Druid Subclass

The wind is impartial, let you be a towering giant, a village of innocents, a forest teeming with life; the wind can cut you down. As a druid you embody nature, beautiful or horrific, helpful or hurtful. The winds of change have embodied you and you it.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one the gust cantrip. This cantrip doesn’t count against the number of druid cantrips you know.


Circle Spells

You gain additional spells which are druid spells, they are always prepared and don't count towards the number of spells they can prepare each day.

Level Spell
2nd zephyr strike, longstrider
3rd invisibility, misty step
5th fly, haste
7th freedom of movement, storm sphere
9th far step, steel wind strike

Winds of Change[edit]

Nothing stays the same, the winds of change can destroy anything they choose, as a druid you embody this freedom and destructiveness.

Starting at 2nd level, so long as you're wearing no armor and not wielding a shield, you may use a bonus action to summon the Winds of Change to become your armor, and your weapon.

While your Winds of Change is summoned, your AC equals 10 + your Dexterity modifier + your Wisdom modifier; the armor lasts until you dismiss it. While wearing this armor, fall damage you take is halved.

Additionally, while your Winds of Change is summoned, when you hit a creature with a weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st.

Elemental Movement[edit]

When you reach 6th level your ability to manipulate the air around you grants you the ability to fly for up to 10 minutes. As an action you can use the air around you to gain a flying speed of 30 feet. You can do this a number of times equal to your wisdom modifier (Minimum of once). You regain all uses of this after you finish a long rest.

I am the Storm[edit]

When you reach 10th level you must choose between two paths. The path may be changed when you finish a long rest.

The Tempest You have gained the Wind's respect, letting you summon them in the form of an elemental. You may cast Conjure Elemental without expending a spell slot, choosing an Air Elemental. Once you use this feature, you must finish a long rest before you can use it again. At 15th level, you can use this feature twice between long rests.

The Guardian Your winds have become more controllable, allowing you to encompass another creature with them, opening their airways and protecting them from harm. These protective winds cause the target regain hit points equal to 3d4 + your Wisdom modifier. The given winds aid the creature, and the target gains a +3 bonus to AC, their speed increases by 5 feet, and fall damage they take is halved. These benefits last for 1 minute or until you use this feature on another target. At 15th level, this feature may be active on up to two creatures. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). All expended uses refresh when you finish a long rest.

Elemental Form[edit]

You are the Winds of Hope and Storms of Chaos. When you reach 14th level, you gain additional benefits based on your I am the Storm feature, as shown below.

The Tempest

The Storm Resides with Me The storm is one with you, you are a true force of nature. As an action, alter your physical form and everything you are wearing/carrying to be made of air for 1 hour. In this form you can fly at your walking speed, you can enter and occupy the space of another creature, and you can pass through small holes, narrow openings, and even mere cracks. You are immune to all damage except psychic and thunder, you are immune to all conditions, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated. While in this form, you can’t manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can no longer make physical attacks, but as an action you may slam with magical force, dealing 2d8 force damage. Once you take this form, you can't use this feature again until you finish a long rest.

The Guardian

I Am the Winds of Salvation When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, summoning the Golden Winds of Salvation to encompass all allies within 60 feet, granting you and friendly creatures within range the following benefits for 1 minute.

  • You and all friendly creatures within range regain 2d10 hit points when the winds first begin.
  • An affected creature's speed increases by 10 feet.
  • An affected creature gains a +5 bonus to AC.
  • An affected creature can take a bonus action on each of its turns. This action can be used only to take the Dash, or Disengage actions.

You can't use this feature again until you finish a long rest. When this feature ends you gain one level of exhaustion.

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