The power to harness violent winds and weather from the sky. Bestowed to those by the God of Wind, Eira, one must be born near the sky. Those who have Ventus are quick thinkers, speak what is true to their heart. They go with the flow like a soft breeze, but swirl like a vortex when enraged. These people are very close with their family and treat their friends with the utmost kindness.
As a Ventus, you are a gust of wind of nature wherever you walk. As a Halfite of Ventus, you can only use your gift in the presence of natural wind.
Elemental Color: Orange.
Spellcasting Focus: a topaz crystal encased in a gold shell, with an added chain.
Godly Ability: Teleport: Children of Ventus are able to stretch across a space within an instant, as well as be agile on their feet.
Breeze of Eira: With every attack, whether melee or spell, you give an added 1d6 force damage. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.
Spells: You have a pool of points known as a Ventus Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom.
You can use a Ventus Tear to cast spells without expending a spell slot. Ventus Tears are replenished by leaving an offering within an airship, releasing balloons, or invoking the wind goddess herself through a ceremonial dance.
You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Ventus can only use these spells if wind is present within range.
The following list of spells peer into what you may learn and come across during your time as a Child of Ventus . You are granted four spells of each level, until 9th where you will be granted one spell. You may use a Ventus Tear to cast any of these spells, if you meet the prior prerequisites.
- Cantrips: Gust, Dancing Lights, Druidcraft, and Thunderclap.
- 1st Level: Absorb Elements, Chromatic Orb (Wind), Zephyr Strike, and Silent Image.
- 2nd Level: Air Bubble, Blur, Cloud of Daggers, and Dust Devil.
- 3rd Level: Blink, Elemental Weapon (Air), Fly, and Wind Wall.
- 4th Level: Conjure Minor Elemental (Air), Elemental Bane (Air), Galder's Speedy Courier, and Storm Sphere.
- 5th Level: Cloudkill, Control Winds, Far Step, and Swift Quiver.
- 6th Level: Gravity Fissure, Investiture of Wind, Wind Walk, and Druid Grove.
- 7th Level: Forcecage (Air), Plane Shift, Whirlwind, and Reverse Gravity,
- 8th Level: Clone, Control Weather, Telepathy, and Reality Blank.
- 9th Level: Ventus' Breath.
Fighting Styles: If you are not a caster, but are recognized as a Child of Eira, a Ventus, you still have the Gift of Wind flowing through your veins that may aid you in combat. There are 3 main styles that Eriytes teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Tao: Tao refers to the ancient Sevillian script "to support." When faced with great peril, you can unleash a storm of violent winds that push back enemies up to 200ft away. If you are in a enclosed room, they must make a Constitution saving throw. On fail, they splat against walls of stone into red mist, or crash through if the wall is wood. When shrouded in this storm, you are granted with +3 AC Bonus, have advantage on your attack rolls, and double your speed movement.
Shei: Shei refers to the ancient Sevillian script "of great balance." You summon a ball of cloud from the sky to rest under your feet. Until the next dawn, using this sphere, you can fly up to 60ft in the air with one other occupant, moving about 2 miles an hour. On this cloud you are considered blurred, advantage on all Wisdom checks and saving throws, as well as advantage on all ranged attacks.
Fuen: Fuen refers to the ancient Sevillian script "vast, deep." The wins spirit Eira possesses your soul, and through your eyes you can see through all hiding spots and shrouded magic. You are able to cast Control Water without the use of a spell slot, and all attacks against you are rolled at disadvantage. This effect ends after 1d4 rounds. You cannot use it again until the next dawn.
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