Planeswalker - Air in Verum | World Anvil

Planeswalker - Air

Created by Trillion and Gethrag

Requirements:


Full Caster, Must know a 3rd Level or higher spell related to Air/Thunder/Lightning


  Saving throw DC for Planeswalker: Air abilities is 8 + Your Proficiency + Your Spellcasting Modifier + Your Prestige    

Tier 1: Level 4

  You gain the following abilities:   Wind Runner: Using the Dash action grants you a fly speed increase of 30 ft until the end of your next turn. If you end your turn in the air without a fly speed, you can choose to safely hover in the air until the end of your next turn.   Guiding Winds: Allies that take the dash action while within 15 ft of you receive 5 extra feet of movement to their dash action. At level 8, allied creatures that take the dash action within 20 ft of you instead receive an additional 10 ft of movement to their dash action. At level 12, allied creatures that take the dash action within 30 ft of you receive an additional 15 ft of movement to their dash action.    

Tier 2: Level 8

  You gain the following abilities:   Reactive Puff: Upon using your reaction to hard cast a spell, all allies within 15 ft receive an additional +2 AC against projectiles.   Gift of the Wind Runner: Upon targeting an ally with a spell, they receive a fly speed increase equal to 5x the level of the spell cast until the end of their next turn.    

Tier 3: Level 12

  You gain the following abilities:   Growing Breeze: As a bonus action, whenever an attack misses you or you succeed on a saving throw from a hostile source your AC increases by 2 for 5 rounds, up to a maximum total AC bonus of 10. This effect lasts until the end of your next turn. You may use this two times per Long Rest.   Domain of the Sky: As an action, your flight speed becomes 100 ft. Spells that you cast dealing AoE damage launch the affected targets 10 ft into the air until the end of their next turn. If the creature affected has a fly speed, they can move as usual. Otherwise they must make a dexterity saving throw, or suffer fall damage. This effect lasts until the end of your next turn. You can use this once per long rest.    

Prestige bonuses

 
Prestige 1
Passive Wind Walking: You receive a fly speed increase equal to 5x your prestige.  
Prestige 2
Corrective Winds: As a bonus action, you can cause the air to guide an ally’s shot. An ally within 60 ft of you gains an increase equal to your casting modifier to the next ranged attack roll that they make. This can be used a number of times equal to your prestige. All uses refresh upon a short or long rest.  
Prestige 3
Huff’n’Puff: When you deal damage with a hardcast spell, you can force the creatures affected to make a Strength saving throw or be knocked prone. This can only occur once per source. You can use this ability once per long or short rest.  
Prestige 4
Winds Aegis: As an action you call upon the winds to protect you from injury. All ranged attacks against you gain disadvantage. This effect lasts for one minute, and refreshes upon a long rest.