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.

AerokinesisSpellcastingChargesPerformance

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

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.

Tier 0Bonus ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

Guiding Wind

Wind steadies your aim. Gain advantage on the next ranged attack roll you make before the end of your next turn.

Tier 1ReactionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3PassiveAt-Will

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.

Tier 3Bonus ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ReactionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 5ReactionAt-Will

Deflect

Deflect an incoming ranged weapon attack with a snap of wind. Reduce the damage by 1d10 + your DEX modifier + your Aerokinesis tier.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 61 MinuteAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7Bonus ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 8Action1/Long Rest

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.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 810 Minutes1/Long Rest

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.

Tier 9Action1/Long Rest

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.

Tier 9Action1/Long Rest

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.

Tier 9ActionAt-Will

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.

Tier 9Bonus ActionAt-Will

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.

Tier 10Action1/Long Rest

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.

Tier 10Action1/Long Rest

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10Action1/Ever

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