Base Class: Bard
A Toa of Air, you have been chosen by Mata Nui to be the herald of breath of life, giving you control of air and the sky. Le-Matoran, those who are tied to the air and sky, are artists, creative minds, dreamers, and movers. Toa of Air couldn't stand still if they wanted to, and most don't want to. While physically weak, Toa of Air dash around the battlefield assisting their allies, darting in with a quick attack and backing away, or staying safely behind their stronger brothers, singing inspiring songs. Like them or not, Toa of Air show up just when you need them- usually not earlier.
One with Air
When you are chosen for this path at 3rd level, your body is set free from the ground. While you are not wearing armor or wielding a shield, your speed increases by 10 feet, you ignore difficult terrain, and when calculating your long and high jump, you can use dexterity rather than strength.
At 11th level, your speed increases by an additional 10 feet and your Unarmored AC is equal to your Dexterity score. However, you cannot add any additional bonuses to your AC, even from spells or magic items.
Air Casting
Mata Nui grants you powers beyond that which is natural, allowing you to manipulate air in ways that resemble magic. You gain two cantrips: gust and guidance.
As you gain levels in this class, you learn air-based spells. These are considered air spells, not bard spells. They do not consume spell slots, do not require material components, and don’t count against the number of bard spells you know. This magic is cast through your physical connection to the sky, your ability to move with the breeze and be free from restraint. When you cast a spell from the Air Spells table, you use Dexterity as your spellcasting modifier, rather than Charisma.
You cast spells using elemental points. You have a number of points equal to half your Bard level. The cost of each spell is shown in the Air Spells table.
You can expend a spell slot of any level and gain back elemental points equal to the level slot.
|
BARD LEVEL |
AIR SPELLS |
ELEMENTAL POINTS |
|
3rd |
feather fall, fog cloud |
1 |
|
5th |
gust of wind, warding wind |
2 |
|
9th |
fly, wind wall |
3 |
|
13th |
freedom of movement, storm sphere |
4 |
|
17th |
cloudkill, control winds |
5 |
|
20th |
investiture of wind, whirlwind |
7 |
Zippy
Also at 3rd level, you are tricky to pin down in a fight. Your movement does not provoke attacks of opportunity. This effect is lost if you are frightened or wearing armor.
Incessant Assistance/Passive Aggression
At 6th level, you're always around when someone needs you. Whenever a creature that you can see uses a Bardic Inspiration die that you provided, you can use your reaction to do one of the following.
- Move up to your movement.
- Make a melee attack (Must be within 5 feet of the triggering creature)
- Cast a 1st level spell or a cantrip (Must be within 10 feet of the triggering creature)
- Add your Charisma modifier to their roll (You must travel at least 20 feet in a straight line and end standing within 5 feet of the triggering creature)
Or
Starting at 6th level, whenever a creature makes an attack against you that misses, you can use your reaction to force them to make a Strength saving throw. On a failed save, they are pushed back a number of feet equal to your Bard level + 10. This movement provokes opportunity attacks from creatures other than you.
Breath of Life
Beginning at 14th level, your bardic inspiration can be used to channel your freedom of movement in your allies. Creatures can use Bardic Inspiration die to their AC as a reaction. If this causes the attack to miss, the friendly creature can make a melee attack against the attacker using the same reaction.
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