Prerequisite: Mastery of Air Elemental Technique
Prerequisite: At least one Elemental Technique known
Through intense training and attunement, you have deepened your connection to the elements, unlocking advanced techniques and legendary mastery over your chosen force. You gain the following benefits:
Expanded Elemental Techniques
Your repertoire of Air Elemental Techniques grows. You gain access to the following additional techniques:
Air Techniques
- Gale Step: You can use an action to create the effects of the gust cantrip.
- Tailwind Surge: (3 points) As a bonus action, you can grant yourself or an ally within 30 feet a flying speed of 20 feet until the start of your next turn.
- Cutting Tempest: (5 points) As an action, you can summon razor-sharp winds, forcing all creatures in a 10-foot radius to make a Dexterity saving throw or take slashing damage equal to 3d8 + your proficiency bonus.
- Vacuum Lock: (6 points) As an action, you create an area of disrupted air around a creature. The target must make a Constitution saving throw or suffer the effects of the slow spell for 1 minute (concentration). The target may repeat the save after 3 rounds.
Legendary Elemental Mastery
Once per long rest, you can unleash a powerful display of your elemental prowess. Choose one of the following abilities based on an element you have mastered:
Air Mastery
- Tempest Unleashed (Combat): As an action, you create a 30-foot-radius storm around you for 1 minute. Ranged attacks have disadvantage in the area. At the start of each of your turns, one creature of your choice within the storm must make a Dexterity saving throw or take 4d8 lightning damage.
- Zephyr’s Grace (Utility): You and up to three creatures of your choice gain a flying speed of 30 feet for 1 minute. While flying, you leave behind faint, shimmering air currents that lightly obscure the area you pass through.
Comments