Sky Mage, Variant (5e Class)
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- 1 The Sky mage
- 1.1 Creating a Sky mage
- 1.2 Class Features
- 1.2.1 Table: The Sky mage
- 1.2.2 Spell Slots
- 1.2.3 Spell casting ability
- 1.2.4 Elemental Synergy
- 1.2.5 Unarmored defense
- 1.2.6 Agile
- 1.2.7 Extra attack
- 1.2.8 Ability Score Increase
- 1.2.9 Hybrid fighter
- 1.2.10 Apostle of the wind and lightning
- 1.2.11 Electrifying presence
- 1.2.12 Misty form
- 1.2.13 Warding breeze
- 1.2.14 Flow
- 1.2.15 Apostle of the storm gods
- 1.2.16 Airy Body
- 1.3 Path of the Static Thunder
- 1.4 Path of the Flowing Wind
- 1.5 Sky mage Spell List
- 1.6 Multiclassing
The Sky mage
The sky mage, known throughout the lands as fearsome fighters, these odd balls put even the most skilled arcane tricksters to shame, their hybrid of both ranged and melee combat superiority, as well and their often agile and dexterous fighting style allows them to easily over come many challenges. Using powerful lighting magic to fry their enemies, and unique wind magic to enhance their physical capabilities, a wind mages glass-cannon like fighting style will make a good addition to any team.
Creating a Sky mage
Sky mages are often small, fast, and deadly, but lack the build to survive any hard hits. Their magic stems from an organ found just below the heart. Sky mages, in a sense, are wired differently. This organ, often referred to as the storm kings Gem, has the ability to generate vast amounts of electricity. This generation is continuous, and by altering the magnetic currents around the host It can even allow the manipulation of wind. However these organs do not fit everyone. This gem is often acquired through birth, however transplants have been recorded in the past, even if the success rate is low. Only certain people are able to be a host to the storm kings gem, although what the requirements are to be a host are still unknown, and to make the risk even greater, Each gem appears to be unique in its requirements. Any who attempt a transplant without meeting these requirements often find themselves dead within the hour due to organ failure. These Organs are extremely valuable, especially since they can be transplanted, but because of this many hunter groups will kill anyone who is thought to contain the organ.
Some of the wealthier society may have these organs transplanted into their children in hopes it make them more skilled combatants, while others receive them as gifts for heroic deeds, or exceptional skill on the battle field. Was your character born with this organ? or was it transplanted in by a wealthy parent in order to make you more valuable, whatever the case, you now control the power of the sky...
- Quick Build
You can make a Sky mage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.
As a Sky mage you gain the following class features.
- Hit Points
Weapons: Simple melee weapons, Simple ranged weapons
Tools: Thieves tools or Alchemist's supplies
Saving Throws: Dexterity and Wisdom
Skills: Choose 2 from the following: Sleight of hand, Stealth, Perception, Survival or Arcana
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Shortsword or (b) 2 Daggers
- (a) A Shortbow with 20 arrows or (b) A Sling with 20 stones
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- A Dagger, An arcane focus, 20 darts
|Features||—Spell Slots per Spell Level—|
|1st||+2||Elemental Synergy, Unarmored Defense||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Hybrid fighter||4||3||—||—||—||—||—||—||—|
|5th||+3||Extra attack, Agile increase||4||3||2||—||—||—||—||—||—|
|6th||+3||Hybrid fighter increase, Archtype||4||3||3||—||—||—||—||—||—|
|7th||+3||Apostle of the wind and lightning||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Electrifying presence||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Warding breeze, Archtype||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement, Agile increase, Archtype||4||3||3||3||2||1||1||1||—|
|18th||+6||Apostle of the storm gods||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
The Elemental Mage table shows how many spell slots they have to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spells level or higher. The mage will regain all expended spell slots when they finish a long rest.
Spell casting ability
Wisdom is their spellcasting ability as an Elemental Mage, since their magic draws on their attunement to the elements. You use their Wisdom whenever a spell or ability refers to their spellcasting ability. Their Wisdom modifier is also used to determine the saving throw DC for their spells and their spell attack modifier as follows:
- Spell save DC = 8 + proficiency bonus + Wisdom modifier
- Spell attack modifier = proficiency bonus + Wisdom modifier
At level 1, you can choose to become resistant to either Lightning based damage, or Thunder based damage. At level 11, the chosen resistance becomes Immunity.
While you are wearing no armor and not wielding a shield your AC equals 10 + Dexterity modifier + Wisdom modifier.
At level 3 you may spend your bonus action to disengage or dash. At level 5 you may Dodge as a bonus action, At level 9 Gain Evasion - when you Dexterity save for Area of Effect damage, if you save you take no damage, and only half damage when you fail At level 13 you may use your bonus action to stand (if you do, you lose no movement). At level 16 You gain advantage on Dexterity Checks and Saves
Beginning at level 5 you can attack twice, instead of once when you take the attack action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At level 4 you gain the Duel wielder trait (see phb for information) At level 6 you gain the trait Dueling (You gain a +2 bonus to your attack roles you make with one handed weapons) At level 12 you gain the trait Precision (Your weapon attacks now score a critical on a roll of 18, 19 or 20)
Apostle of the wind and lightning
At level 7, wild wind and lightning based creatures regard you as friendly. Summoned wind and lightning based creatures are reluctant to attack you, and any wind and lightning based creature with intelligence less than 6 will obey any command you give it.
At level 8, your body is constantly producing electricity, which arcs around your body. The intensity of these sparks increases/decreases with your mood. You gain advantage on intimidation.
At level 10, Once per long rest as a bonus action you can make your body appears misty and blurred, shifting and wavering to all who can see you. For the next 5 rounds or if you lose concentration on this effect, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
At level 12, the wind within 5ft you becomes a part of you. You are able to sense anything that enters it. All ranged attacks made against you are at disadvantage
At level 15, you gain d4 on your Dexterity Saves and Dexterity based Checks. At level 17, gain +2 to your dexterity modifier (maximum 22) At level 19, As a reaction you may expend a 1st level or greater Spell Slot to gain Advantage on a Dexterity check. (This must be called before the result of the check is determined)
Apostle of the storm gods
At level 18, You are regarded as a god by all wind and lightning based creatures, and will either serve you, or refuse to attack you. When angry, a powerful storm will covet the area, with high speed winds strong enough to uproot trees, and hard hitting rain which will quickly flood the area. Your body is that of the wind, allowing you to make close distance jumps. These jumps are seen by others as teleportation. You can jump up to (half your Skymage level + Dex modifier) times per day, you gain these jumps back after a long rest. When jumping, you can move up to 40ft almost instantaneously.
At level 20, If you spend 1 minute in concentration you become insubstantial and effectively invisible, and immune to non magical sources of damage moving through you. You may travel in any direction, provided that air could flow through such. Travel is reduced to half your move rate. You may do this for up to 1 hour, once per long rest. You become corporeal after 1 minute - heavy winds prevent your becoming solid.
Path of the Static Thunder
The path of static thunder is for those who wish to master lightning inheritance
At 6th level, Add your Wisdom bonus to your initiative, and always know magnetic north. At 12th level, You can't be surprised while you are conscious, other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
At level 12, Your body crackles with electrical energy, whenever you are touched without your permission (pocket picked, grappled, unarmed attack, etc) the attacker takes d4 lightning damage. Your Melee attacks gain the Thunder damage type. Your Ranged attacks gain the Lightning damage type.
At level 16 You can use your bonus action to charge your, or an ally you can reach's, body with a static charge. When a statically charged creature contacts Another person, that person must succeed on a Constitution saving throw against your spell DC, or be stunned for one minute. The target may reroll this save at the end of each of their turns. On a save the condition ends. The charge lasts for 3 rounds, and this ability can be used a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Form of the Rolling Thunder
At level 20 you gain the ability to activate form of the Rolling Thunder, you begin to infuse all of your power into your most destructive force, your lightning. You sacrifice, mobility and wind in order to enhance the power of your lightning based attacks. This lasts a maximum of 5 turns, after the 5th turn, the user must make a constitution saving throw. If they succeed they may continue using Form of the rolling thunder for that turn, if they fail they are reverted, and can only activate Form of the rolling thunder again after a long rest
- Red lightning - You infuse so much power into your lightning that it takes on a blood red colour, You gain advantage on intimidation
- Increased Voltage - Lightning is now constantly pouring from your body, anyone within 10 feet of you takes 2d6 + Wisom modifier
- Overcharge - You may now cast 2 spells each turn
- Lightning superiority - You can not use any wind based magic while Storm gear is active, including passives like wind walker
- Rooted - You now have half movement (This comes after losing any movement gained from wind walker)
- Rooted - You cannot swim or fly, Regardless of Race
- Power consumption - You use a lot of energy, once you return to normal you are instantly very hungry (1 point of exhaustion, but this will be removed once you eat, no long rest needed)
Path of the Flowing Wind
The path of the wind walker in for those who wish to enhance their ability in combat both with a bow and with swords.
This feature increases your movement speed by 5 feet per Spell level reached. for example you would get 5 at spell level 1, 10 at level 2 and 15 at level 3, stacking to 45 bonus movement. At level 6 you climb at your move speed and may walk across slippery surfaces without needing a Dexterity or acrobatics check At level 12 you may effectively levitate up when next to a vertical surface at your move speed, You gain advantage on climbing checks At level 15 You now essentially float up vertical surfaces, you now automatically succeed on any climbing saves.
Control the sky
At level 12 You may use your reaction to slow any falls, as feather fall. You may remove 1 Hit-Dice of fall damage per Sky mage level obtained. At level 14 You may do a control glide; you may move 5' in any direction (except up) per 10ft of fall
At level 16 You place an invisible rune on a single inanimate object. Thereafter, you can concentrate for a minute and learn direction and distance to that object, even if it’s on another plane; you can also tell if the object is handled by another creature. The rune is considered magical and if the rune is dispelled, destroyed or detected by any means, you will be instantly alerted. An object with this spell on it acts as an “associated object” for purposes of teleportation. Each rune lasts for 1 year, you may only make one a day and can have up to your Wisdom Ability Modifier active at a time.
At level 11, you master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
You gain a +1 bonus to attack rolls you make with the weapon. On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon. When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Form of the Windfury
At level 20 you gain the ability to activate form of the Windfury, Your body is cover in glowing white runes and a small circle of wind constantly surrounds your feet. Using the power of the wind You increase your speed drastically, faster then the speed of sound. This lasts a maximum of 5 turns, after the 5th turn, the user must make a constitution saving throw. If they succeed they may continue using Form of the Windfury for that turn, if they fail they are reverted, and can only activate Form of the windfury again after a long rest
- Protective currents - You body is surrounded by whipping winds, and ranged attacks against you are at disadvantage
- Runic speed - The runes surrounding your body increase your speed, your base movement only is now tripled
- Sonic speed - Upon being attacked, your can roll a dexterity saving throw (DC 15) upon succeeding you successfully dodge the attack (up to half your wind mage level)
- Shockwave - Every weapon or unarmed attack now sends out a shockwave in a cone behind the target, dealing 1d8 bludgeoning damage in a 15ft cone. This can damage allies as well as enemies. (This can be used as a ranged attack, if so, targets must make a strength saving throw or be thrown back 20ft, original target doesn't move)
- Runic cost - Your speed comes at a cost. Gear Tempest lasts a maximum of 5 turns, once you revert back to your original state, your legs become temporarily paralyzed (This lasts up to an 20 minutes, however cleric spells "Lesser restoration", "Prayer of healing", "Remove curse" and "greater restoration" may all remove this affect)
- Windfury Barrage - Your number of attack actions per turn is doubled while in this form
- Wind superiority - You may not cast lightning based spells while in this form.
- Heavy workout - You use a lot of energy, once you return to normal you are instantly very hungry (1 point of exhaustion, but this will be removed once you eat, no long rest needed)
Sky mage Spell List
As a skymage you know all of the spells listed below.
Shocking grasp, Lightning Lure, Mage hand, Gust, Minor illusion, Thunder clap, Air Slash, Shocking bolt, Spark Shower, Storm rune
- 1st Level
Fog cloud, Witchbolt, Featherfall, Catapult, Longstrider, Healing mist, Disarm, Create Air
- 2nd Level
Blur, Gust of wind, Invisibility, Levitate, Mirror image, Misty step, Pass without a trace, Shatter, See invisibility, Skywrite, Air bubble, Thunder whip, Lightning surge
- 3rd Level
Blink, Call lightning, Daylight, Elemental weapon, Fly, Gaseous form, haste, Lightning arrow, Lightning bolt, Stinking cloud, Wind wall
- 4th Level
Hallucinatory Terrain, Storm sphere', Lightning Blade, Swiftbolt
- 5th Level
Cloudkill, Conjure volley, Control winds, Maelstrom, Swift quiver, Swirling storm, Lightning Spear
- 6th Level
Blade barrier, Chain lightning, Disintegrate - Uses lightning damage and looks like lightning striking form the sky, Investiture of Wind, Programmed illusion, Cascade of Thunder, Aura of invisibility, Magnetic Field
- 7th Level
Etherealness, Mirage arcane, Whirlwind
- 8th Level
Control Weather, Incendiary Cloud, Healing rain, Eye of the storm
- 9th Level
Storm of vengance, Shape change
These are some spells/abilities that i made myself, some are quite strong, so discuss with a DM if you can use them, and if so, what spell slot they would expend.
Zealous Zephyr As a bonus action you summon a gust of wind that buffets a target that is not adjacent to you, but is within 60 feet of you. Their next attack is at disadvantage. Once you use this feature you must finish a short or long rest before you can use it again. At level 8 - Gain an additional use At level 10 - Target must make a Dexterity Save or be moved 5ft in a direction of your choice. At level 12 - You may use this ability as a reaction. At level 18 - If the target fails they are moved 10ft in a direction of your choice.
Cordon Of Arrows 2nd-level Transmutation Casting Time: 1 action Range: 5 feet Components: V,S,M (A number of nonmagical ammunition, which the spell consumes) Duration: 8 hours You pieces plant nonmagical ammunition – 1 per level of the Mage on the ground within a 10x10 area. For the next 8 hours (or once all the ammunition has been expended) whenever a creature other than you or any other specific creatures you designate comes within 20 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take damage appropriate to your Wind Missile spell. At level 5 - You may recover 1/2 unspent ammo. At level 8 - Activation range increases to 40ft. At level 12 - Save is at disadvantage. At level 15 - Cordon fires two pieces of Ammo per creature after the first activation round. At level 18 - You may recover all unused ammo.
Accel 2nd-level Enchantment Casting Time: 1 Action Range: Self Components: V Duration: up to 1 minute You greatly increase your agility. You gain advantage on any dexterity based roles. You gain 20ft extra movement.
Fusillade 2nd-level Conjuration Casting Time: 1 Action Range: Self (30-foot Cone) Components: V,S,M (One Wind Missile Stone, which the spell consumes) Duration: Instantaneous As an action you fire one of you Wind Missiles and fracture it, rocketing the magical debris in a 30-foot cone in front of you. Each creature within range must succeed on a Dexterity saving throw. Targets take 3d4 piercing damage on a failed save, or have as much on a successful one. At level 5 - 4d6 Damage¹ 40ft Cone, At level 8 - 4d8 Damage¹ 60ft Cone, and those creatures that fail saves lose their reaction until their next round. At level 12 - Gains either Lightning or Thunder damage types, saves are at disadvantage. At level 18 - 80ft Cone, Con Save; If Damage is Lighting - or be stunned until next round; Thunder - or be deafened until their next roun
Capacitance Discharge prerequisite: Static Charge 3rd-level Evocation Casting Time: 1 Action Range: Self (50-foot line) Components: V,S Duration: Special, Concentration After activating Static Charge on yourself you may spend your action to fill your body with electrical potential, this effect lasts for 1 round per Air Tier. Your Melee Weapon Attacks gain 1d4 Lightning Damage and you may also discharge the lightning doing one die of damage per round of capacitance left remaining to all creatures in a straight line up to 50 feet away. On a successful Dexterity saving throw the creature takes no damage. If concentration is lost, yourself and all creatures within 10 feet of you must make Dexterity Save or take remaining dice of lightning damage, save for half. At level 8 - Damage d8 At level 12 - Damage d10 At level 18 - Damage 2d6
Wind Missile Extra Attack prerequisite: Wind Missile. When you cast Wind Missile you may launch an additional missile, rolling a separate ranged spell attack for the extra missile. At level 18 - You may launch 4 missiles at once.
Wind Ward prerequisite: Wind Missile. 3rd-level Conjuration Casting Time: 1 Reaction, which you take upon being hit by a ranged weapon attack. Range: Self Components: S Duration: Concentration, 1 Round Seeing a projectile heading your way you call up the winds. Roll 1d6 + your Dexterity modifier + Your highest Air Tier to reduce the damage dealt. If you reduce the damage to 0, you may choose to return the attack with Wind Missile, spending a spell slot as normal. You also impose disadvantage against ranged attacks made at you for the duration of the spell. At level 15 - Roll 2d4+Dex+The Highest Air Tier. At level 18 - Roll 3d4+Dex+The Highest Air Tier. Affects all missiles on that action.
Howling Gale prerequisite: Zealous Zephyr As an Action, you summon a powerful wind to make 2 people within 30 feet fall prone, and pin them on the ground. targets must make a strength saving throw or be knocked prone, and then an athletics saving throw to resist the wind and stand back up. You are considered Grappled and must maintain concentration on this ability. At level 18 - Howling gale can now affect 3 people At level 20 - Howling gale can now affect 4 people
Remove Fuel 4-level Abjuration Casting Time: 1 Reaction, which you take upon seeing a fire based projectile Range: 60 feet Components: S Duration: Instantaneous When you see any fire on a projectile headed towards a target, you can use your reaction to rip the air fueling it from around the object. If the projectiles damage is purely fire it stops where it is and falls to the ground, if not it proceeds on it's path but any physical damage it does is halved.
Bow of Storms prerequisite: Wind Missile 5th-level Conjuration Casting Time: 1 Minute Range: Self Components: V,S,M (All remaining Wind Missiles you have, which the spell consumes) Duration: Until next dawn You spend time condensing the forces of a storm and create a bow made of crackling, solid electricity and all of your remaining Wind Missile stones. If any creature other than you touches the bow, that creature takes 1d4 lightning damage. For the duration of the spell you may draw back on it's thin electric string to draw in a Wind Missile, firing it along with a bolt of lightning. You can only fire the missiles created by the spell with this bow. These missiles, regardless of Air Tier, have a range of 180/500 and do an additional 2d10 + your spell attack modifier in lightning damage. You may fire up to 2 missiles as a ranged spell attack as if you were casting Wind Missile The bow lasts until the next dawn or until you run out of missiles stored inside of it. At level 18 As a bonus action you may expend a spell slot you may generate additional missiles for use with the bow, for each level of spell slot you may create 1 additional missile.
Wind Bind prerequisite: Disarm 2nd-level Evocation Casting Time: 1 Action Range: 150 feet Components: V,S,M (A dust-covered feather from any bird) Duration: Concentration, up to 1 minute You target a creature above the ground within range, the target must make Grapple check against your Spell DC, a failed save means the wind buffets the creature and it falls, taking only 1/2 its possible fall damage. Huge or greater creatures save with advantage. Small or tiny save with disadvantage. Until the creature breaks the grapple or the spell ends, it can no longer fly.
Volt Switch prerequisite: Agile and Static Charge 3rd-level Transmutation Casting Time: 1 Reaction Range: Self Components: V,S,M (a small filing of conductive metal) Duration: Instantaneous You may shift your body to that of an electric current itself, and you are able to successfully dodge any direct. The dodge attempt relocates you within 10ft as an automatic disengage. Taking this feature gives you the ability to pass through electrical wiring and appearing wherever the wires end. Travel occurs at near instantaneously.
Shock Cannon prerequisite: Shocking grasp cantrip 4th-level Evocation Casting Time: 1 Action Range: Self (15-foot Cone) Components: V,S Duration: Instantaneous By focusing the current of shocking grasp into a single point, and then releasing it in one quick burst, you are able to mimic something of a sudden fork of lightning. You fire a quick shot of condensed lightning, capable of denting armor, blowing holes in flesh, and sending even the hardiest of men to their knees, dealing 8d8 + wisdom + Air tier level lightning damage within range.
Suffocate 6th-level Abjuration Casting Time: 1 Action Range: 50 feet (20-foot Sphere) Components: V,S,M (A 1ft metal hollow ball) Duration: Concentration, up to 10 minutes. You create a vacuum, temporarily removing all the oxygen from an area within range. Fire based spells or items are immediately extinguished when inside or passing through the area of effect and any fire based creatures take 10d10 Force damage each turn they start inside the AoE and make every attack roll, ability check an saving throw at disadvantage while inside. All creatures that do not need to breath are otherwise unaffected by this spell, those that do immediately start suffocating and can only survive within the area for a number of rounds equal to their Constitution modifier (minimum of 1). At the start of their next turn after this limit is reached their HP falls to 0 and they are dying.
Wind's fury 7th-level Transmutation Casting Time: 1 Action Range: 40 feet (15-foot cube) Components: V,S,M (Any melee weapon) Duration: Instantaneous Powerful winds surge around your body as you dash forward to attack at such a speed no reactions other than counterspell can be made against you. As you do the winds split off and form wind based replicas of your weapon, swinging as you do. Make a total of five melee spell attacks against any creatures of your choice within a 15-foot cube of your initial target. Each attack doing an additional 3d8 Force damage on hit. After the attacks you glide away up to half of your movement without provoking attacks of opportunity.
Whiplash prerequisite: Tracer and Wired(2) Upon learning this ability you may toggle it on or off at will. While toggled on, any time you land a physical hit against an enemy, you may choose to place a rune. This rune is placed wherever they are hit and is only removed by anti-magic fields. When placed, this rune will use the current lowest spell slot available. These runes will be placed every time you come into physical contact with an enemy until the ability is toggled off. Multiple runes can be placed onto the target as long as there is an available spell slot for them to use. When this ability is toggled off, all placed runes detonate, firing a shot of concentrated air into the body. The damage dealt by each rune is directly proportional to the spell slot it had consumed. This ability will always consume the lowest spell slot available. Level 1 slot - 1d6 piercing Level 2 slot - 2d6 piercing Level 3 slot - 3d6 piercing Level 4 slot - 4d8 piercing Level 5 slot - 5d8 piercing Level 6 slot - 6d8 piercing Level 7 slot - 7d10 piercing Level 8 slot - 8d10 piercing Level 9 slot - 9d10 piercing
Railgun prerequisite: Wind Missile Extra Attack Once per long rest you can use anything made completely of metal (e.g. coins swords statues up to 50bs)and fire it like a cannon. By charging electricity for 1 round you store up enough power to repel a metal item away from you at astonishing speed.the damage, range and area affected are all reliant of the object used. any coin (or small metal object) - 20ft range, 5ft width, 4d10 lightning damage, can be blocked by a shield any metal item weighing 10lb or less - 40ft range, 5ft width, 8d10 lightning damage, cannot be blocked by a shield (counts AC) any metal item weighing 30lb or less - 60ft range, 10ft width, 10d10 lightning damage, cannot be blocked by shield (doesn't Count AC) or counter spell and will stop any huge creature from moving
Overcharge prerequisite: Wired and Volt Switch Once per long rest, as a action, You may overcharge your body with electricity, increasing your reaction times and speed beyond their normal limits. with your foot you draw out a 10ft circle of pure lightning around you lasting 3 turns. While in this circle, you have multiple (equal to your Air Tier) reactions actions each round. Critical misses backlash onto those attacking you, dealing Lightning damage equal to as if critical Strike was scored against the attacker. If an ally is within the circle along side you, you can use your reaction to stop any physical attack aimed at them, however magical attacks work as normal. For all purposes, each dodge counts as the volt switch spell, but does not expend a charge. Once the ability ends you become exhausted, (Exhaustion level 2 and Prone) and expends 2 7th level spell slots
Wind Release, Spiraling Shuriken Once per long rest, as an action, You may call fourth a powerful attack. Upon casting, You create a small spinning ball of air between your palms. You then hold the ball with 1 hand, and a powerful spinning blade appears, with the original ball as the center point. The spell while held resembles a massive shuriken. You then throw the shuriken, up to 120ft away. This shuriken is a single target spell, dealing 10d6 + 5 for each time you've been hit in that combat (with a maximum of 40)+ Wisdom. Upon impact with anything, the shuriken will detonate, holding the target in the air for 1 turn. Use of this spell extends 9th level spell slot
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Have the organ transplanted into you, or find someway to obtain one.
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Acrobatics, Sleight of hand