Spell Save DC is 8 + your proficiency bonus + your dexterity modifier
Point Energy
The elements are used with a point system. Each tier has a different amount of points, the higher tier you are, the higher amount of points you have. The amount also depends if you’re a Demigod or Natural. Points are replenished every long rest.
|
Demigod |
Naturnal |
|
|
Tier 1 |
10 |
5 |
|
Tier 2 |
15 |
10 |
|
Tier 3 |
20 |
15 |
|
Tier 4 |
25 |
20 |
Physical Features
For Demigods, they summon their air and their eyes will glow a sunny yellow. Their hands will crack with light yellow energy that flares up into light orange whenever they use their abilities. Their hair also appears as if the wind is turning it regardless of where they are.
For Naturnals, when they summon their elements, their hands crack with their element’s color. However their hair and eyes do not change, many Naturnals use this to help with their stealth by wearing gloves. However most Naturnals need stances and forms to do their elements, unlike Demigods who simply summon it. Demigods are also immune to lightning unlike Naturnals who are only resistant.
Fuel and Base Focus
Every element has something called Base Focus. This focus is what the user bases their magic off. In the case of air, the user must focus on their sense of freedom.
Strengths And Weaknesses
There are 4 stats of the elements:
Strength -
Movement -
Control -
Speed -
Each element has 2 stats they excel at and 2 stats they lack. Air excels at ?
Tier 1
This tier is the beginning of an air user’s journey. These users control the air around them and are known for their speed. These users are personally known as people with personalities that go calm to angry to calm again. At Tier 4, all tier prices that cost one become zero.
A - Gust - 1 point and uses the same rules as the spell
R - Feather Fall - 1 point and uses the same rules as the spell
BA - Jump - 1 point and uses the same rules as the spell except that the target is self
A - Empowered Gust - 2 points and uses the rules from the spell “Gust of Wind”
BA - Levitate - 2 points and uses the same rules as the spell
S - Windy Step - 2 points and allows you to use either dodge or dash as a bonus action for this turn only
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