Homebrew Airwalkers Species Details
The Airwalkers live in the elemental plane of Air, along with Genies, Griffons, and other flying magical and non-magical creatures. They have a council of the wisest representatives that help govern and control the Airwalkers under the direction of the Emperor. Only the Emperor and his guard may have and ride Griffons unless a citizen gets special permission. They know that they originate from humans, but how they got there is often disputed among the three factions. They have an unusual amount of control over the wind, which gives them a proficiency in ranged weapons. They have grown weaker, because of lack of hard surfaces, which means that they aren't proficient in any armor or shields. The subraces/factions of the Airwalkers include the Cirrisons, the Stratogonians, and the Cumulonites.
Airwalkers Traits
They all have blue skin and are human size and can have crystals growing on them that are a light blue color.Wingsuit
Often a family heirloom, an Airwalkers first wingsuit is often dear and precious. This also doubles as armor for the Airwalkers, and has an AC of 11. At every second level, an Airwalker may customize their wingsuit. The choice is up to the DM to allow the modification, but the player still gets to make the final choice. If not, they can work with the player to find an upgrade that is reasonable for thier level. An example is adding different types of metal wires to raise an wingsuit's armor class. The DM can decide how the modification is added, like it takes one long rest to make, or it costs a certain amount of gold or silver.
Windwrath
Windwrath allows the Airwalkers to create a personal cyclone or tornado around them selves that deflects thrown/fired objects, and deals magical damage to enemies within a 20 ft. radius. There is a bubble with a 5 ft. diameter centered on the Airwalker that the Windwrath centers around. Using the Wind Wrath ability takes up 1 action each turn to keep it in play. They can learn this at level 5, and it will last for 3 rounds, or if the character dies or falls unconscious. They can only use it once per long rest, (more uses as the character levels up). Any enemy that starts its turn in the Windwrath must make a dex. saving throw (DC 14), or be knocked prone. Enemies that enter the 20 ft radius while Windwrath is active need to make the saving throw. They can make another saving throw at the beginning of their turns to get up. In the Windwrath, movement speed is halved which means the dash action can't be taken. Enemies can enter the 5 ft bubble surrounding the character and engage in battle while Windwrath is active. At level 5, Windwrath deals 3d4 dmg, at level 9, Windwrath deals 3d6 dmg, at level 13 dmg, it deals 3d8 dmg and at level 17, it deals 3d10 damage. Damage is dealt at the beginning of each turn, before the player takes their actions, so damage will be dealt up to a total of 4 times (when they activate it, their next 2 turns while it's active, and the turn it ends). The damage dealt is magical (for overcoming resistances to non-magical damage) and the type dealt is determined by the race. Lightning (Cirrison), Thunder, or cold to their Windwrath cyclone. Once they reach level 9, they can use Windwrath twice per rest, at level 13, they can use it 3 times per rest, and at level 16, they can use it 4 times. Once a player reaches level 14, Windwrath extends to a 30 ft. radius. While Windwrath is active, no opportunity attacks may be made against you. You are immune to piercing damage made from ranged attacks that try to penetrate your Windwrath.
Wind control
The Airwalkers can control the wind, and as such, they can use it to increases their accuracy of ranged projectiles, adding a natural +2 bonus to hit.
Cirrisons
These Air walkers are generally 6-8 ft. tall, and have long wispy limbs. They are peace makers, and are allied with genies of Plane of Air
Dex. Bonus
Because they have long and wispy limbs, the Cirrisons have a dexterity bonus. Since they are long and dexterous, they can also have a max. of 24 for their dex. ability score.
Cumulonites
The Cumulonites are like the clouds they represent. Quick to anger and to forget, this Faction sees djinn as friends, but the djinn aren't allowed into their society. They can have a maximum strength of 24. They have resistance to thunder damage.
Ability Score Increase
They get a +4 bonus to strength and a +1 bonus to constitution.
Stratogonians
The Stratogonians are a proud and stiff-necked people, who believe that they are above the other factions of Airwalkers because of their great wisdom. They see Djinn as a lower class, and treat them like servants, although some treat them as slaves. They believe fervently in the collection of knowledge, and are a wise people, who are dedicated to collecting as much knowledge as they can in their lifetimes.
Ability score increase
They get a wisdom bonus of +4 and a constitution bonus of +1.
Darkvision
They have dark vision up to 20 ft. This is because they experimented with magic and altered their eyes.
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