Wondrous Item, artifact (requires attunement by a anyone with innate magic.)

The Air crystal chose you as its guardian as it senses you are a free spirit, granting you elemental affinity to air as you protect the crystal; the crystal protects you, too. The crystal will obey your request unto it as long as it's within its elemental capabilities (Air). When you make a request or use the crystal's power, it will appear floating from your palm, and your eyes will glow the same color as the crystal.

Passive Effects

  • Wind Steps: Your speed increases by +30 feet & opportunity attacks against you have disadvantage.
  • You are under constant Feather Fall and Wind Whispers (advantage on Perception involving sound).
    You can share the Feather Fall with multiple creatures within 20 feet near you or grant it to falling creatures that you see as a reaction.

  • You can breathe in thin air, smoke, or magical mist.

  • Your weapon/unarmed strikes deal additional +2d8 thunder/force damage.
    • You can make a range magical attack using this damage. To hit +(PB+Dex Mod), 30 feet.
    • At level 6+, you deal +4d8.
  • You have an advantage on saving throws against: Charm, Fear, Possession, Petrification, Mind control, or soul-altering effects

  • Air Brilliant Magic: Your spell attacks that deal Thunder, Lightning, or Force Damage will deal an additional 1d6 Thunder, LightningForce, or Radiant Damage (You choose). The damage increases equal to your level. (e.g., Level 1 = 1d6, Level 2 = 2d6)
    • Spells that make you summon or control wind and don't deal any damage, you can choose for it to deal damage based on the Air Brilliant Magic.

Active Powers

• Gale Burst (3/day):
30-ft cone, creatures must make a STR save or be blasted 40 ft and knocked prone. Deals 4d8 force.

• Flight of the Sang’gre (At will):
As a bonus action, gain a flying speed equal to your walking speed.

• Voice of the Winds:
You can speak with any airborne or invisible creature (air elementals, spirits, unseen servants, wind spirits).

• Wind Form(PB/long rest):
You can use your bonus action to become invisible. Attacking, casting spells, interacting with objects, and using items won't break your invisibility. While invisible, you have a wind aura 10 feet around you as if a gust of wind is passing through. Invisibility lasts until you use your bonus action to drop it, the invisibility is dispelled, or you enter an area with anti-magic.

• Twin soul: Bonus action
You can manifest the soul of the crystal into a living entity (Air Elemental) to assist you. The elemental takes the form of you, with the same stats, and can do everything you can do. Droping its HP to 0 (you can't use this again until long rest), or you use your bonus action to make the elemental return to the crystal. 

Elemental Teleportation:
At will, as long as the bearer is not restrained, not grappled, and not sealed in an air-tight or anti-magic space, as an action, they can teleport by transforming into their element and reappearing elsewhere.

  • Blind Teleportation: They can attempt to teleport to a familiar or known location even without visual cues. 

    Once per long rest — make a DC 15 Arcana or the crystal’s elemental check.

    • Success: You appear in the intended spot.

    • Fail: You appear in the nearest open safe space within 60 ft of the target.

Ascended Power

Tempest Form (1/day, 1 minute):
You become wind partially: your outfit also changes as you gain a unique elemental armor.

  • Resistance to all physical damage

  • Advantage on Dex saves

  • Your movement doesn’t provoke opportunity attacks

  • Your melee attacks deal +3d8 lightning or slashing (your choice)

    • At level 6+, you deal +6d8.
  • Vacuum: You can use your action to suck all the air out of every creature that you choose within 30 feet of you. Each creature takes 1d8 suffocation damage at the start of their turn. Each creature must make a Constitution saving throw before it takes action. On a fail, they will fall prone and skip their action; on a success, they can take one action (Action, Bonus, or Reaction). The effect lasts until you use your bonus action to end the effect. While Vacuum is active, creatures affected can't cast spells that require Voice.

Notes: Advantage: Saving Throws, Bonus: Speed (Walking), anyone with innate magic., Sentient, Focus

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Item Tags: Sentient Focus

MysticFrostSF

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