Bard
Base Class: Bard

Song of Tailwind

At 3rd level, the wind follows your words. So long as an ally has one of your Bardic Inspiration dice, its movement speed increases by 5 feet.

At 7th level, this bonus increases to 10 feet.

At 15th level, they also gain a flying speed equal to their walking speed, but will fall if they do not end their turn on the ground.

Freezing Gale

Also at 3rd level, you learn the Gust cantrip. When you do so it gains the following benefits:

  • Pushing a creature also deals 1d4 cold damage to them. Additionally, at 6th level you can target a Large creature, and at 10th level you may target a Huge creature.
  • Pushing an object into a creature deals 1d6 nonmagical bludgeoning, piercing or slashing damage, depending on the object.
  • If you cause a sensory effect using air, you can consider the range of the Gust cantrip to be 60 feet.

Cutting Winds

At 6th level, you may call on the winds to strike your opponents. As an action, you may force all enemies in a 60 foot long and 15 foot wide line to make a Dexterity saving throw. On a failure they take force damage equal to three rolls of your Bardic Inspiration die and are pushed back 10 feet. On a successful save, they take half as much damage and suffer no other effects.

The Calm During the Storm

At 14th level, you may summon a hurricane to give your allies an advantage in battle. As an action, you and all Large or smaller creatures and objects that aren't tethered to the ground within 15 feet of you are lifted 40 feet into the air for 1 minute. You must keep using your action to maintain this effect, and you must concentrate on it as if it were a spell. While lifted in the air by this feature, all creatures walking and flying speeds are halved(rounded up to the nearest 5 feet), but your walking and flying speeds are 0. Any creature that leaves this area immediately falls, and any creature that enters the area is immediately lifted. In addition, you may cast Gust as a bonus action while this is active, and all creatures have advantage on the charmed and frightened effects in this area, as the chaos of the hurricane blocks these effects out. Ranged weapon attacks have disadvantage when the target or the attacker is within this area. If you maintain this effect for a full minute, you and a number of creatures of your choice float harmlessly to the ground.

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