I am aware that this is a bit too overpowered for a cantrip, however i have listed the explanations for that in the homebrew race i am creating these 4 spells for.
Airbending is the control of air and wind.
When you cast this "spell" Choose from one of the following effects:
Move air:
You move/control air within 35 ft of you that can fit in up to a 10 ft by 10 ft area, you can change the direction of the flow, control it in general (im bad at explaining but if you have seen the show then you know what i mean) you can attack with this air, dealing 1d10 bludgeoning damage if you hit someone/thing.
Strong winds:
You can make strong winds to potentially push something or knock it prone. To avoid this the creature must make a STR saving throw against your DEX/STR ability check.
Spirit world:
You can talk to spirits easier than other people. Giving you advantage on any checks to do with talking to spirits/ghosts.
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