Warlock
Base Class: Warlock

You have plunged into a pact with the clouds. An entity of the sky, the Elemental Plane of Air, or another otherworldly realm now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic gates and enter the world?

Perhaps you were born into a generational cult that venerates the Boundless and its spawn. Or you might have been abandoned on a mountain and on the brink of freezing when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sky and its unknown realm call to you.

Entities of the sky that might empower a warlock include harpies, ancient air elementals, godlike hallucinations dreamed into being by aaracocra, cloud giant demigods, and air genasai covens.

 

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

catapult, thunderwave

2nd

gust of wind, dust devil

3rd

lightning bolt, blink

4th

storm sphere, [Tooltip Not Found]

5th

control winds, wall of force

Sky Slashes

At 1st level, you can magically strike your foes with sharpened wind. As a bonus action, you conjure 3 blades of sharpened wind that last for up to a minute. At 7th level you gain a fourth blade, 14th level a 5th blade and at 20th level you gain a 6th blade.

When you create the blades, you can make a ranged spell attack against one creature within 30 feet of you. On a hit, the target takes 1d8 slashing damage, and its AC is reduced by 1 until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8 force damage. Using this consumes one of the blades.

As a bonus action on your turn, you can throw another blade and repeat the attack.

You can summon the blades a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

 

Soul of the Wind

At 6th level, you are now even more at home in the open air. You gain resistance to force damage damage. In addition, when you are free falling, you gain 15 feet of flying speed but fall 5 feet every turn.

 

Guarding Winds

At 6th level, your Sky Blades can defend you and others, interposing themselves between them and harm. When you or a creature you can see takes damage while within 20 feet of you, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the blade increases to 2d8. Using this consumes a blade. If it fully reduces the damage to 0 the blade is not consumed.

Grappling Winds

Starting at 10th level, You learn the spell whirlwind. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Boundless Ascent

When you reach 14th level, you can magically open temporary conduits to windy destinations. After a minute of channeling, you can teleport yourself and up to five other creatures that you can see within 30 feet of you. Amid a tempest, you all vanish and then reappear up to 15 mile away in the air anywhere you've seen each of you appearing in an unoccupied space within 30 feet of the others 25 feet off the ground. Using this feature requires you to have Four Wind Blades when you start channeling it.

Once you use this feature, you can't use it again until you finish a long rest.

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