Air Magic is an Uncommon Magical skill. Skill checks with it are modified by Intelligence.

Air Magic is the Basic Magic of speed, lightning and travel. A master of this magic can control the sky itself. Air Magic is a force of freedom and adaptability, capable of swift strikes, protective barriers, and devastating gales. It embodies both grace and ferocity, reflecting the ever-changing nature of the wind. Each rank in the Air Magic skill increases your Accuracy bonus with Air Magic spells by 1, boosts your damage with Air Magic spells by 1/5th, and enhances your chance to score a Critical Hit with Air Magic Spells by 1/10th.

As your skill in Air Magic grows, you will gain additional benefits from it.

Improved Affinity (All Ranks)
Embracing the primal nature of Air Magic allows you to call upon it in many forms. Upon attaining a new rank title (Initiate, Apprentice, Journeyman, Adept, Master, Grandmaster), you gain a 25% affinity bonus in one of the following skills: Air Magic, Concussive Shock, Concussive Sound, Driving Wind, Quick Casting, or Silent Casting. While affinity in any skill cannot exceed 100%, you may select a skill even if you have no prior experience with it.

Initiate (Ranks 10–19)
As an Initiate, you begin to channel the swift and unpredictable power of air. You gain the ability Wind Step:

Wind Step: As a Bonus Action, you can increase your Movement Speed by 10 feet until the end of your turn. Additionally, you can ignore difficult terrain caused by non-magical effects.

Apprentice (Ranks 20–34)
Your connection to the air deepens, granting you control over the winds around you. You gain the ability Gust Barrier:

Gust Barrier: As a Reaction, when you are targeted by a physical ranged attack that targets your Armor Value, you can summon a gust of wind to deflect it. Make an Air Magic skill check; if your result exceeds the Accuracy roll, the projectile is deflected harmlessly away.

Journeyman (Ranks 35–59)
At the Journeyman level, your magic embodies the swift and relentless nature of the wind. Your spells gain enhanced speed and precision. When casting a damaging Air Magic spell, if you miss, you can reroll the Accuracy check, but must use the new result. This ability can be used once per day, and recharges after a Long Rest. Additionally, you gain 50% resistance to falling damage as your connection to the air cushions your descent.

Adept (Ranks 60–79)
As an Adept, your mastery of Air Magic allows you to instinctively manipulate the winds to protect yourself or gain an edge in battle. You gain the ability Gale Reflex:

Gale Reflex: When an enemy moves within 5 feet of you, you can use your Reaction to summon a sudden burst of wind to propel yourself away. You move up to 10 feet in any direction without provoking opportunity attacks. If this movement places you out of the enemy’s reach, their triggering attack is canceled. You can use this ability once per day, and it recharges on a Long Rest.

Master (Ranks 80–99)
At the pinnacle of Air Magic, you command the very skies themselves. You gain the ability Tempest Form:

Tempest Form: Once per day, as an Action, you transform into a being of pure wind for 1 minute. While in this form, you gain a flying speed of 60 feet, 50% Resistance to all non-magical physical damage, and +25 to your Dodge Value on any attack that would restrain or paralyze you. Additionally, at the start of each of your turns, creatures within 10 feet of you take physical damage equal to 1/5th your ranks in Air Magic. This ability recharges on a Long Rest.

All of these bonuses are cumulative.

Add your Air Magic Special Abilities to your Roll20 Character sheet. Insert your ranks in this skill and click Create Special Abilities Text:

Input your Ranks If you have earned any Special Abilities for this skill, they will appear here.

*Grand Masters (Rank 100+) gain unique advantages. Crafting and Affinity bonus are not included in the Special Abilities generation.

Click for more information understanding how Character Subskills work, or Click to learn How to Add Subskills to D&D Beyond, to place them on your Character Sheet.


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