Wizard
Base Class: Wizard

Zephyr wizards are those who have delved deeply into the study of wind magic. They harness the power of the air itself, shaping it to their will and becoming masters of manipulation and control. As a Zephyr, you command the tempest, harnessing the raw power of wind and using it to protect yourself and your allies, or to unleash devastating attacks upon your foes.

Wind Manipulation

You gain the gust cantrip if you don't already know it. Additionally, when you cast a spell with the "evocation" or "transmutation" school of magic, you can manipulate the air around you, causing a gentle breeze or gusts of wind to affect creatures within 5 feet of you. This effect can extinguish small flames, blow away lightweight objects, or impose disadvantage on certain checks at the DM's discretion.

Zephyr Shield

As a reaction when you take damage, you can use your reaction to summon a swirling vortex of wind to deflect the attack. You gain a bonus to your AC equal to your Intelligence modifier until the start of your next turn.

Galeform

You gain the ability to momentarily transform into a living gust of wind. As a bonus action, you can assume a galeform. While in this form, you gain the following benefits:

  • You have resistance to non-magical bludgeoning, piercing, and slashing damage.
  • You gain a flying speed equal to your current walking speed.
  • You can move through spaces as narrow as 1 inch wide without squeezing.
  • You can pass through creatures and objects as if they were difficult terrain, deal and take 1d10 force damage if you end your turn inside a solid object.

You can remain in this form for a number of minutes equal to your wizard level. You regain expended uses of this feature after finishing a long rest.

Windwalk

You can cast the Wind Walk spell without expending a spell slot or requiring material components. You can only target yourself with this spell, and its duration is reduced to 1 hour when cast in this way. Once you use this feature, you can't use it again until you finish a long rest.

Tornado Mastery

You gain mastery over the raw power of tornadoes. As an action, you can summon a massive tornado in an area you can see within 120 feet. The tornado has a 30-foot radius and lasts for 1 minute. The area becomes difficult terrain, and any creature starting its turn within the tornado or entering it for the first time on a turn must succeed on a Strength saving throw or be restrained until the end of its turn and deal 6d8 slashing damage. Additionally, when you cast spells with the "evocation" school of magic while the tornado is active, their damage increases by your wizard level.

Cyclonic Ascendance

You have attained the pinnacle of your mastery over wind magic, allowing you to transcend mortal limitations and become one with the raging storms themselves. As an action, you can activate your Cyclonic Ascendance, transforming into a mighty avatar of wind for 1 minute. While in this form, you gain the following benefits:

  • You gain a flying speed equal to double your current walking speed.
  • Your spells that deal damage gain additional benefits based on their damage type:
    • Lightning Damage: Targets hit by your lightning spells have disadvantage on saving throws against your spells until the end of your next turn.
    • Thunder Damage: Targets hit by your thunder spells are pushed 10 feet away from you and are deafened until the end of your next turn.
    • Cold Damage: Targets hit by your cold spells have their speed reduced by 10 feet until the end of your next turn.
    • Bludgeoning Damage: Targets hit by your bludgeoning spells are knocked prone if they fail a Strength saving throw.
    • Slashing Damage: Targets hit by your slashing spells take ongoing bleed damage equal to your wizard level at the start of each of their turns until they succeed on a Constitution saving throw.
    • Piercing Damage: Targets hit by your piercing spells have their AC reduced by 1 until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

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