Homebrew Air Elemental Species Details

A being from the plane of wind. You have somehow found yourself on the material plane for longer than you anticipated and have gained sentience beyond that of your fellow kin. Perhaps you found yourself in the service to a wizard who released you after he realized you couldn't do as he wanted. Maybe a sorcerer's spell went awry and you found yourself free from the very moment you were summoned. Or maybe still, you forced your way through the planar barriers when they were thin. Either way, you have lived in the material realm long enough to adopt the semblance of your mortal companions. 

Air Elemental Traits

Coming from the plane of wind, you have resistance to damage from slashing and bludgeoning attacks.

Born of Wind

Your body is made of soft wind. You have a natural resistance that other creatures lack. You have resistance to attacks that deal bludgeoning, slashing, and piercing damage from non-magical attacks.

Darkvision

You are a being of magic, allowing you access to the benefits of magical sight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Elemental Form

In this form, you become your pure elemental form of wind. You can move through 1 inch of space without squeezing and your movement speed is doubled. You cannot attack while you do this, but you also cannot be attacked while in this form.

Ability Score Increase

Your experience in the realm of wind has let you become adjusted to things others would call unbearable. Your Dexterity score increases by 2 and your Strength score increases by 1.

Whirlwind

You are made of wind. It can be as gentle as it can be deadly. When you use this ability, all creatures within 50 feet of you must make a DC 13 Strength saving throw. On a failure, the target takes 15 bludgeoning damage and is flung up to 20 feet away from you n a random direction and knocked prone. If the thrown creatures strikes an object, the creature takes 1d6 bludgeoning damage for every 10 feet thrown. If the target strikes another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If successful, target takes half bludgeoning damage but is not thrown or knocked prone. 

Due to the taxation of the material plane, you can only use this ability once per long rest.

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