Anemo Vision Image

Prerequisite: A strong ideal, bond, or flaw tied to freedom, wanderlust, letting go of the past, or guiding others along their path.)

You do not cling to the world — you move through it. The wind carries your steps and answers your call, recognizing a spirit that refuses to be bound.
An Anemo Vision manifests — the breath of the sky flowing with your soul.

You gain the following benefits:


Windbearer

You learn the Gust and Mage Hand cantrips.
Your Mage Hand is invisible and appears as flowing air currents instead of a spectral hand.

Constitution, Wisdom, or Charisma (your choice when you take this feat) becomes your spellcasting ability for all spells granted by this feat.

Additionally, you take no falling damage from heights of 30 feet or less, and you always land on your feet.


Anemocasting

At certain character levels you permanently gain access to wind magic:

Character Level You Learn
4 one cantrip or 1st-level spell
8 one spell of 2nd level or lower
12 one spell of 3rd level or lower
16 one spell of 4th level or lower

The spells must:

• deal thunder damage, or
• push, pull, lift, or reposition creatures or objects, or
• create wind, air currents, or flight-like movement.

Examples: feather fall, jump, longstrider, thunderwave, gust of wind, levitate, warding wind, vortex warp, fly, wind wall, freedom of movement.

These spells:

• Do not count against spells known or prepared.
• Can be cast a number of times equal to your Proficiency Bonus per long rest.
• Do not require spell slots.
• You may still expend spell slots to cast them normally if you have them.


Flowing Casting

Whenever you cast a spell granted by this feat:

• You may ignore material components without a gold cost.
• You may perform somatic components even if your hands are occupied.
• After casting the spell, you may move 10 feet without provoking opportunity attacks.

(Your Vision is not a spellcasting focus — it only replaces components for air/wind-related spells.)


Swirl

The wind spreads other elements.

Once per turn when you deal thunder damage or move a creature using a spell, you may choose another creature within 10 feet of the original target:

That creature takes damage equal to your Proficiency Bonus.
The damage type matches the last elemental damage type dealt within this turn (fire, cold, lightning, or acid).

If no such damage occurred, the damage is thunder instead.


Freedom’s Step

Your body moves like air.

You gain:

• +10 feet walking speed
• Climbing speed equal to your walking speed
• You can move through the space of hostile creatures (it counts as difficult terrain)
• Standing from prone costs only 5 feet of movement

Additionally, you can use a bonus action Dash a number of times equal to your Proficiency Bonus per long rest.


Heart of the Wind

The wind rejects confinement.

You have advantage on saving throws against:

• Grappled
• Restrained
• Paralyzed (nonmagical sources)

Additionally, magical effects cannot reduce your speed below 10 feet unless you are incapacitated.


Elemental Devotion (Restriction)

The Anemo Vision reshapes your elemental affinity.

If you gain this feat, you cannot learn or prepare spells that deal fire, cold, lightning, or acid damage unless they come from a racial feature, magic item, or another elemental feat (such as Pyro, Hydro, Cryo, or Electro Vision).

Force, radiant, necrotic, and psychic spells are unaffected.

Anemo Vision Image

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