Wondrous Item, legendary (requires attunement by a any creature.)

A masterwork gauntlet inlaid with four small crimson wind-stones set along the knuckles and a single large emerald stone embedded in the palm. The air around it is never still, and faint wind chimes can be heard when its power stirs.

This gauntlet grants dominion over the Wild Element of Air.

Dominion of Wind

While attuned, you gain the following benefits:

  • You are immune to fall damage, as you will have the effect of Feather Fall when you start to fall more than 5 feet.

  • You gain an advantage on Acrobatics checks

  • You do not suffer disadvantage from strong winds

Unique Actions

Wind Cutter

At will, Action

You release compressed blades of air.

  • Ranged Spell Attack, range 60 ft

  • Damage: 2d8 slashing

  • Damage increases to 3d8 at level 11, 4d8 at level 17

  • Counts as magical slashing

Claws of the Gale

Bonus Action, lasts 1 minute

Three spinning, crescent-shaped blades of wind form around your arm.

  • Your melee attacks deal +1d8 slashing damage

  • Your unarmed strikes gain reach (10 ft) and deal slashing damage

  • You can use Strength or Dexterity for these attacks

Vortex Dominion

Reaction or Action (your choice)

You conjure a violent spiral of wind in a 15-foot radius sphere within 60 feet.

Choose one effect:

Wind Barrier (Reaction)(Choose one)

A wind barrier can effectively block Magic Missile plus one of the following.

  • Reduce incoming damage by 2d10 + your proficiency bonus

  • Ranged attacks against you have disadvantage until your next turn

  • + 3 AC
Prison Vortex (Action)
  • One creature inside must make a Strength saving throw

  • On a failure, it is restrained and takes 1d8 bludgeoning damage at the start of each of its turns

  • Lasts up to 1 minute (Concentration)

Avatar of the Wind God (Zephryl)

Legendary Feature

By expending 1 Wind Stone, you summon the Wind God’s Avatar — a small, fluffy white armadillo-like spirit with impossibly soft fur and glowing emerald eyes.

Fluffball Form

  • Can curl into a ball and launch itself at hypersonic speed

Devastating Roll

As an action, you may:

  • Throw, kick, or command the Fluffball to launch

  • It travels up to 60 feet, bouncing to up to 3 creatures

    • A single target can be hit multiple times by bouncing between the target, an ally, or you. You and your ally don't take any damage, as you can rally the fluffball like throwing or hitting it back.  The fluffball doesn't take any damage from being hit this way, as its soft, fluffy fur and its wind nature protect it from any damage while it's in its fluffball form.
  • Each hit: 4d8 force + 2d8 thunder

  • Targets must succeed on a Dexterity & Constitution save or be knocked prone & -1 to AC as it permanently breaks any forms of armor or protection each hit.

The Fluffball returns to you at the end of the turn unless reduced to 0 HP, to which it drops to the ground and disappears in a puff of wind. (Find more at Zephryl: Avatar of the Wind God)

Notes: Advantage: Acrobatics, any creature., Control, Combat

Item Tags: Control Combat

MysticFrostSF

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