Level
Cantrip
Casting Time
1 Action
Range/Area
35 ft. (10 ft. )
Components
S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Control

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. 

Spell Tags: Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Druid Sorcerer Wizard

sylverjerome

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