Bloodline of Everfliers (5e Subclass)
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Bloodline of Everfliers
- Sorcerer Subclass.
What if I told you that there exists a village where everyone flies above the ground, all the time, never touching land? What if I told you that even little children could do it? I know it’s silly, but you must realize by now as a seasoned adventurer that weirdness permeates our world. They are a small group, isolated and straddling on the edge of the plane of air. No one really knows how long they been there, forever maybe? Only thing I know, is that I travelled with one these strange everfliers as they called themselves. Nice chum, kind of blue looking, went by the name Nimbus. Strange name…pretty sure he was having a bit of fun at our expense. For all his strangeness, he was looking for fame, wealth and his purpose in life. Just like the rest of us. Where do they get their powers? Well that’s the question, isn’t it? My pal was most definitely a sorcerer. From the way he talked, everyone from his home sounded pretty much like a collective of sorcerers, since it seemed like numerous different humanoid races lived there, it had to be something innately magical. Nimbus said he felt his powers, and the powers of his peoples, come from their close proximity to the elemental plane of air and wind. “Like a warm wind blowing through your veins,” he used to say. Then, like the wind he used to talk so much about, he just disappeared one day. Weird, but it’s the truth I tell ya!
Focus like the Wind
At 1st level, if you lose concentration on a spell because you took damage, became inflicted by condition, or otherwise became distracted, you may use your reaction to have the spell’s duration last until the end of your next turn, instead of ending immediately. This cannot trigger if you become incapacitated, if you are killed, or if you willingly ended a concentration spell early.
Also, at 1st level you gain the spells feather fall, jump and levitate which are added to your known spells without counting towards your normal total. You cast these spells without the need of material spell components. You treat levitate as a 1st level spell instead of a 2nd level spell.
Finally at 1st level, you gain the mage hand cantrip. This cantrip works as normal, but takes the form of light controlled winds that you can command to lift and move small items.
Float to the Ground
At 6th level, you may cast feather fall at its base spell level without costing you any spell slots.
Routines of the Air
Also, at 6th level, you add the spells fly, gust of wind and wind wall to your known spells without counting towards your normal total. You are immune the effects of gust of wind and wind wall, even if did not cast them. If you do cast gust of wind or wind wall, you may designate allies you can see that will be immune to its effects for as long as you maintain concentration on it.
Ride the Winds
At 14th level, you add the wind walk spell to your known spells without counting towards your normal maximum. You may also cast fly at its base spell level without costing you a spell slot, but you must take a short or long rest before using this feature again.
Zone of Wind
Also at 14th level, as long as you are not incapacitated you are surrounded by a constant wind. You gain resistance to bludgeoning, piercing, and slashing damage from ranged weapons or ranged attack that use physical ammunition. You also gain advantage on any Strength or Dexterity saving throw or ability check as you can shape your zone of wind in creative ways and even form it into semi-solid tendrils.
At 18th level, you add the reverse gravity spell to your known spell without counting towards your normal maximum. Reverse gravity lasts for its duration without the need of concentration, and you may have multiple instances of it active at once as long as their areas do not overlap. You and a number of allies equal to your Charisma modifier you designate gain a fly speed 30 feet within the area of the reverse gravity spell, even if you did not cast it.