The Air Tyrant Profession in Zoetrope | World Anvil

The Air Tyrant

Warlock Subclass
Some swear themselves to the service of Aerzeebn, an Elemental Prince of Air. In return for acting as his agents upon the mortal plane, Aerzeebn empowers these blackgaurds with fearsome elemental abilities. But this favor does not come without consequences; a mystical and physical elemental transformation progresses with deeper devotion to the Air Tyrant's cause. The Air Tyrant patron for warlocks is as follows.
Expanded Spells
The Air Tyrant 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.
Some of the spells offered by this feature normally allow a caster the choice of one of the four elements when the spell is cast. However, when you cast such a spell you learned due to this feature air is chosen for you. For instance, if you know Summon Elemental due to this feature it always conjures an air elemental spirit when you cast it.
Spell Level
Spells
1
Thunderwave, Zephyr Strike
2
Dust Devil, Gust of Wind
3
Call Lightning, Lightning Bolt
4
Summon Elemental [Air], Storm Sphere
5
Conjure Elemental [Air], Control Winds
Elemental Affinity
Starting at 1st level, elemental creatures sense your connection to the Air Tyrant. Evil and neutral air elementals feel an affinity towards you; their initial disposition towards you is friendly, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile. Additionally, intelligent air elementals understand your spoken words even if you do not share a language, and you are able to understand thier attempts to communicate as well.
However, the initial disposition of good aligned air elementals and all earth elementals towards you is hostile and can only be improved to indifferent at best under normal (non-magical) circumstances.
Finesseful
The Air Tyrant requires his favored agents to be competent and wily. At 1st level, you gain proficiency with martial ranged weapons and all weapons with the finesse property. Additionally, choose one from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth; you gain proficiency with the chosen skill.
At 10th level, you gain proficiency with Dexterity saving throws if you do not already have it.
Starting at 14th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you if your Speed is greater than 0.
Favor of the Air Tyrant
Starting at 1st level, the Air Tyrant bestows upon you the benefits of his favor; you develop several mystical phenomena which begin as barely noticeable and infrequent, but become increasingly more obvious and constant as you gain levels in this class. Initially, a mild breeze from seemingly nowhere will occasionally swirl around you and sweep your hair and clothing, the air around you sometimes feels ionized as if a storm is imminent, if you jump or fall you seem to descend ever so slightly slower than you should, debris upon the wind that should strike you instead unnaturally diverts and flows past, and other such minor effects. By 14th level, you are constantly surrounded by a cool localized breeze upon which your hair and clothing billow, your anger or agitation generates sufficient static electricity to raise the hair and hackles of those in your immediate vicinity, you constantly hover rather than rest upon the ground, and debris and rain and similar nuisances are blown harmlessly away before they ever touch you. You can temporarily suppress these phenomena if you wish, but it requires your concentration to do so.
In addition to these mystical phenomena, you also experience physical changes. With each passing level your weight gradually reduces; you divide your normal weight by your class level to determine your current weight. For instance a creature that should weigh 180 lbs would weigh 10 lbs if they had 18 levels of this class. Similarly, if you have head hair it grows progressively longer and more flowing at an accelerated rate, and color shifts to increasingly paler shades until it is nearly translucent by 20th level. You also grow taller and leaner and more elongated, gaining about an inch every five class levels while also losing visible body mass. As your physical appearance becomes increasingly uncanny, it becomes correspondingly difficult to pass as normal or blend in and this can situationally cause you complications at the DM's discretion; notably by 14th level you can no longer pass as normal without magical assistance.
In addition to these mystical and physical changes, the Air Tyrant periodically grants you further evidence of their favor as you prove yourself worthy, as follows:
  • Starting at 1st level, if you do not already have a flying speed you gain a flying speed of 30 feet and may hover; this improves to 60 feet at 6th level, and to 90 feet at 14th level. However, if you already have a flying speed, then instead your existing flying speed is improved by a cumulative 30 feet at 1st, 6th, and 14th levels and you gain the ability to hover (if you can't already).
  • Starting at 6th level, you gain resistance to lightning and thunder damage and have advantage on saving throws to avoid the stunned condition.
  • Starting at 10th level, you take no damage from falling no matter how far you fall (even if you are unconscious).
  • Starting at 14th level, you are now immune to lightning and thunder damage and to the stunned condition.
Elemental Transmogrification: starting at 14th level, your creature type changes to elemental. However, your native plane remains the plane you were born on.
Pact of the Primordials
At 3rd level, when you gain the Pact Boon feature, you must select the Pact of the Primordials [Air] and may not change this Pact for another while you have this subclass.

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