Air Nomad (5e Race Variant)
Human Variant
Spiritual to their very core, every child born to the air nomads has the ability to airbend, and is trained in the bending arts.
The following traits replace the standard human traits.
Ability Score Increase. Your Dexterity score increases by 2, and your wisdom Increases by 1
Alignment. Air nomads tend toward the true neutral, because of their spiritual nature. However, they also value freedom and may also tend toward chaos.
Evasive. You have proficiency in the Acrobatics skill.
Air Bending Innate spell casting: You're spell casting ability is either charisma or wisdom, a choice you must make at character creation. The spell save DC is equal to half or three quarters of your spell casting ability. [3/4 for those with level 10 or under, & 1/2 for those with level 11 and above. Choice is overridden by DM] for spells requiring a save. As you grow, your control over the wind strengthens.
You can create a harmless sensory effect using wind, such as causing leaves to russles, unlocked windows/doors to open or slam shut, or your clothes to ripple in a breaze. This "spell" Is a supernartual ability, and may blow away weak smoke or fog.[Within reason, consult DM]
You can innately cast the following spells, requiring no material components: At will: https://www.dandwiki.com/wiki/Touch_Wind_(5e_Spell) , Needing only somatic compotents, as a bonus action.
Gently Down The wind is your friend,and seeks for protect in the ways that it can, You are under the constant effects of the spell 'Feather fall', provided there is air in your current environment. [Example: Underwater or in space wouldn't work, but underground would]
Optional abilities: Wind at your back: The wind Quickens your step, appearing forever at your back. You have a Natural walking speed of 35, instead of thirty. However, the quickened speed often makes them flighty, not noticing things of their slightly slower brethren. THIS REPLACES the +1 Wisdom bonus
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