Aspect Codex
Aerokinesis
Aerokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Aerokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Hand of the Gale
Whip up a focused wind at one creature within range. Make a ranged power attack. On a hit, the target takes bludgeoning damage and may be pushed 5 ft. if Medium or smaller.
Wind Step
A sudden current carries your feet. Your speed increases by 10 ft. until the end of your turn, and you ignore minor wind resistance while moving.
Guiding Wind
Wind steadies your aim. Gain advantage on the next ranged attack roll you make before the end of your next turn.
Slow Descent
Choose falling creatures within range up to your proficiency bonus. Their descent slows, they take no falling damage if they land before the effect ends, and they can land on their feet.
Zephyr Strike
You move like the wind. Until the effect ends, your movement does not provoke opportunity attacks, and once before it ends you may add extra force to a hit.
Crosswind Guard
When you or a creature within range is targeted by a ranged weapon attack, whip crosswinds around the target. Subtract 1d6 from the triggering attack roll.
Air Bubble
Create a globe of breathable air around a willing creature’s head. The target can breathe normally for the duration, including underwater or in smoke.
Gust of Wind
A line of strong wind blasts from you. Creatures starting in the line make STR saves or are pushed. Movement against the line costs extra, and vapors and small flames are dispersed.
Air Cutter
Launch razor-like wind at one creature, or two creatures within 5 ft. of each other. Make a ranged power attack for slashing damage; this attack critically hits on 19–20.
Dust Devil
Create a small dust devil in an unoccupied space. Creatures ending near it make STR saves or take bludgeoning damage and are pushed. You can move it as a bonus action.
Skywrite
Cause up to ten words to form in clouds in a visible part of the sky. A strong wind can disperse the words and end the effect early.
Aerial Ace
You confound a creature with wind-aided speed, then strike. Make a melee power attack with advantage. On a hit, the target takes bludgeoning damage and cannot make opportunity attacks against you until your next turn.
Windwright's Intuition
When you make an Acrobatics check, navigator's tools check, or Survival check to predict weather or read wind, roll 1d4 and add the result. You always know natural wind direction within 1 mile.
Storm's Guide
Subtly control nearby weather. You may calm rain in a small area or choose wind direction in a 100-ft. radius until your next turn without changing wind speed.
Cyclone Kick
Kick out with forceful winds. Creatures in the radius make a DEX save or take bludgeoning damage and fall prone, taking half damage only on a success.
Wind Wall
Raise a wall of strong wind. Creatures in its area make STR saves or take bludgeoning damage. The wall blocks small flying objects, fog, smoke, gases, and ordinary projectiles.
Crosswind Rampart
When you are targeted by a ranged attack, move 10 ft. If that movement carries you out of range or behind total cover, the attack misses.
Vacuum Pocket
Compress the air around one creature. The target makes a CON save, taking bludgeoning damage and losing the ability to speak or provide verbal components until your next turn on a failed save.
Deflect
Deflect an incoming ranged weapon attack with a snap of wind. Reduce the damage by 1d10 + your DEX modifier + your Aerokinesis tier.
Arrow-Turning Wind
Take control of air in a 100-ft. cube. Create gusts, downdrafts, or updrafts, altering movement, ranged attacks, falling, and flying creatures within the area.
Cutting Gale
Release a razor-edged gale in a line. Creatures in the line make a DEX save, taking slashing damage and being pushed on a failed save, or half damage only on a success.
Cyclone Shield
A spinning shield of wind surrounds you. Ranged weapon attacks against chosen creatures in the emanation have disadvantage, and hostile creatures entering the aura may be pushed away.
Downdraft Crush
Create a column of crushing downward wind. Creatures starting in or entering the area make STR saves or take bludgeoning damage and fall prone; flying creatures may be driven downward.
Gale Passage
Create a controlled wind corridor. Chosen creatures moving with the wind move efficiently and avoid opportunity attacks, while creatures moving against it spend extra movement.
Investiture of Wind
Wind whirls around you. Ranged weapon attacks against you have disadvantage, you gain a fly speed, and you can blast nearby creatures with swirling wind.
Wind Walk
You and up to ten willing creatures become cloudlike forms with great flying speed. Targets can travel rapidly but are limited in what actions they can take until they revert.
Whirlwind
Create a howling whirlwind in a cylinder. Creatures entering or touched by it make DEX saves for bludgeoning damage, and smaller creatures may be restrained and lifted.
Cyclone Pillar
Whip up a turbulent tailwind around allies. You and allies within range double speed for a number of turns equal to your Witchborn modifier, minimum 1.
Tempest Mantle
Storm winds mantle your body. You gain high flying speed, can hover, and once per turn deal extra bludgeoning damage after moving at least 20 ft. before a hit.
Skybreaker Gale
A violent gale erupts in a 30-ft. radius sphere. Creatures in the area make STR saves, taking bludgeoning damage, being pushed, and falling prone on a failure.
Aeroblast
Summon a massive vortex of wind. Enemies in the cone make STR saves, taking heavy bludgeoning damage and falling prone on a failure, or half damage only on a success.
Aerial Dominion
Take control of air in a 120-ft. cube. Calm wind, create severe winds, grant flight to chosen creatures, drive flying foes downward, or impose crosswind penalties.
Storm Flight
Choose up to six willing creatures. Each gains a 90-ft. flying speed, can hover, resists storm and fall damage, and may Dash as a bonus action once each turn while flying.
Control Weather
Take control of weather within 5 miles while outdoors. You can shift precipitation, temperature, and wind one stage at a time as conditions gradually respond.
Storm of Vengeance
Create a churning storm cloud that escalates through thunder, acid rain, lightning, hail, and freezing gusts, damaging and hindering creatures beneath it.
Worldwind
Create a colossal cyclone in a 60-ft. radius, 120-ft. high cylinder. The area is difficult terrain and heavily obscured; creatures entering or starting there make STR saves or take damage and become restrained.
Wind Sovereignty
Command wind across a 1-mile radius, choosing direction and strength from calm to severe. You can disperse fog, smoke, and gases, ground flying creatures, and protect allies from wind penalties.
Storm Avatar
Become an avatar of storming air. You gain high flight, can hover, ignore most ranged weapon attacks, and damage creatures the first time you move through their spaces each turn.
Eye of the Hurricane
Become the calm center of a catastrophic storm. The emanation hinders enemies, blocks most ranged weapon attacks, and pushes and damages foes that enter or start there.
Worldwind Dominion
Command the wind across a 1-mile radius with supreme precision, shaping calm, severe wind, safe corridors, storm walls, and flight denial across the region.
Storm Avatar Ascendant
Become a perfected avatar of storming air. Your Aerokinesis range and flight improve, and once per turn one Aerokinesis power deals or prevents extra bludgeoning or thunder damage.
Storm of the World-Soul
Declare a mythic wind event tied to a city, fleet, mountain pass, battlefield, sky-island, dragon, divine storm, or impossible journey. It can be opposed only by Tier 10 air mastery, divine intervention, artifact protection, or a story condition.
Characters With This Aspect
Bogroot
Claude
Imported character from the Character Data sheet.
I.J.
Iwlvflybadofsjhhu Jr.
Imported character from the Character Data sheet.
Aerobud
Aerobud
Aerobud is a wounded dog-like aerokinetic critter found near the alternate Bearfell road after a directed mountain gust nearly pushed the caravan off-road.