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You have learned to speak with spirits, particularly wind spirits. Once you make an agreement, they follow you until you enter airless space or leave their habitat. Their help can be invaluable, but puts a strain on your combat style.

Choose an environment:

  1. You have made a pact with the city wind spirits, they follow you as long as you don't leave large settlements. The world of the wilderness seems alien and dangerous to them.
  2. You have made a pact with the spirits of the wild forest, and they follow you as long as you don't go to large settlements. The world outside their habitat frightens them.

You can renegotiate with the spirits of an area that seems closer to your description, but it will take [roll]1d4+1[/roll] days and gifts of food, such as bread, berries, and honey. In return for their help, they ask you for small favors at the master's discretion. This could be buying sweets, playing games and etc. Their behaviour and needs are similar to those of a capricious child.

If you are a medium-sized fey, a humanoid with fey ancestry or have strongly connected with nature background story, increase your movement speed by 10 feet. For smaller creatures, speed increases an additional 5 feet for each category. Thus, small-sized creatures can add 15 feet to their movement speed, and tiny-sized creatures can add 20 feet. Wearing armor reduces your added speed by 5 feet for each class above light armor, down to 0.

If, in total, your speed remains 5 feet above your base speed, you can ignore the non-magical effects of difficult terrain.

Subject to the same restrictions, at the start of each combat, wind spirits will instinctively attempt to carry you away from danger. Regardless of your will, you make a move 5 feet backward, ignoring opportunity attacks.

If, in total, your speed remains 10 feet above your base speed, you can use your reaction to move an additional 5 feet back. You can use this movement to jump onto a lower tree branch, a low rock ledge, or any other safe place on high ground within the specified range of movement. If you do not have flying speed, the master has the right to require you to make an Acrobatics check with advantage. The difficulty is determined by the type of surface you wish to jump on, but cannot exceed 15. If you fail, you may take fall damage.

Spirits see and hear more than you do. If they are pleased with how you fulfill your part of the bargain, on a long rest they may share a little overheard secret with you. It's up to the master to decide what it will be. For example, the town spirits might tell you that the neighboring street bakes the most delicious pumpkin pies, and the gnarly nobleman in your path happens to be a great connoisseur of pumpkin pies.

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