Airkin

advantages
IP Benefit
1 Gain limited gliding: You can glide up to your movement speed when falling; ignore falling damage from heights up to 30 feet.
2 Gain short bursts of flight: Fly at walk speed for up to 30 feet per rest (must land at the end of your turn; medium encumbrance or less).
3 Gain true flight: You have a fly speed equal to your walk speed (average maneuverability, cannot fly in heavy armor or while heavily encumbered).
1 +2 on saves against inhaled poisons or mild airborne hazards (e.g., smoke, dust).
2 Breathe comfortably in most poor air conditions (smoke, thin air, moderate toxic effects).
3 Immunity to mundane airborne toxins, and hold your breath up to 10x normal duration.
1 Once per rest, conjure minor mist/fog around yourself (light obscure, 5-ft radius for 1 min).
2 Once per rest, conjure a cloud bank (20-ft line, creates light to moderate obscuring mist, lasts 5 min or until dispersed by wind).
3 Manipulate existing clouds/weather in the immediate area (fill or clear large chamber in 1 min; create, disperse, or shape fogs outdoors over battlefield scale)*—DM discretion.
1 Speak, read, and write Auran and one additional local tongue.
2 Rapid Interpreter: Can quickly pick up basic words and concepts of new spoken languages after brief exposure (minutes to hours).
3 Voice on the Wind: Send a short whisper-phrase (one sentence) to any creature within 1 mile whom you know by name; once per day/scene.
1 Ignore fatigue and dizziness from high altitudes (as on tall hills or lower peaks).
2 Immune to altitude sickness and rapid pressure changes (can safely ascend or descend mountains, airship travel, etc).
3 Withstand magical or extraplanar pressure extremes (including planar wind/void effects a normal human could not survive).
1 +2 on Perception/Spot checks to see long distances or spy features up to 2 miles.
2 Can see clearly at extreme range (double-normal vision outdoors; ignore non-magical fog/light rain penalties).
3 Gain “Eagle’s Sight”: Ignore all but magical DAZED/Blindness for outdoor vision; can spot hand-sized details up to 10 miles on a clear day.
1 +1 to AC/Defense against ranged attacks while moving 10’ or more this round.
2 Once per short rest, create a minor wind shield: gain resistance to one attack or +2 AC until next turn.
3 Constant wind barrier: gain +1 AC and resistance to ranged attacks at all times; one time per day, negate one non-magical projectile or thrown weapon.
1 Dash as bonus action for half move (not provoking), once per rest.
2 Once per rest, triple your movement for one turn (does provoke opportunity attacks).
3 Wind Sprint: Once per rest, move up to 4x speed (ignores difficult terrain, can move vertically as if on wind stairs).
1 +2 on checks to interact with or calm water creatures or environmental water (fog, drizzle, streams).
2 Once per session, briefly convert light mist/fog into harmless rain or vice versa in small area (20 ft).
3 Once per long rest, cast “Speak with Water” or “Water Breathing” (as spell or equivalent) for self and up to two allies.


Subtypes: Presence

Breeze *

Airkin aligned with the Breeze aspect embody gentleness, subtlety, and refreshing presence. Their talents lie in soothing tempers, moving with barely a sound, and spreading comfort wherever they go. Encounters around them tend to grow calmer, and their passage leaves allies rejuvenated.

IP Benefit
0 Lightfooted: +1 to Stealth checks when moving at half speed or less
0 Gentle Touch: Once per rest, soothe a creature to calm agitation (DC vs. Will, 1 target)
0 Aura of Refreshment: Allies regain +1 hp from short rests if present
2 Permanent Feather Fall effect when falling short distances (up to 20 ft, no damage)
2 After you aid or calm someone, they gain +1 to next Saving Throw (1 target/scene)
1 +2 to Diplomacy checks to mediate or comfort
1 +1 to Heal or Medicine checks to alleviate non-magical fatigue
1 +1 to saves against fear or emotional effects
1 Move silently over natural surfaces (grass, sand, leaves) once per rest (10 min)
1 +2 to initiative when in open air or breezy conditions

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Sky *

The Sky aspect grants airkin a boundless, open nature. They easily see the big picture, keep graceful composure in stressful situations, and are inherently attuned to heights, weather, and freedom of movement. They’re often visionaries, scouts, or guides seeking ever-distant horizons.

IP Benefit
0 Senses: +2 to Perception checks in outdoor/open air environments
0 Height Adapted: Never suffer negative effects from high altitudes or thin air
0 Once per session, ignore penalties due to adverse visibility while outdoors
2 Gain +1 on all checks to resist being caged, bound, or confined
2 Glimpsing Distant Vistas: Once per day, spot distant movement or weather changes automatically
1 +2 to Survival, Navigation or Explorer’s Lore when mapping/skying
1 +1 to defense when not adjacent to allies or obstacles ("space to maneuver")
1 Ignore half movement penalties when traversing inclines or climbing
1 +1 to Flyer or Acrobatics checks when leaping or gliding
1 +2 to resist environmental fatigue (heat, dehydration, cold wind)

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Cloud *

Those marked by the Cloud aspect are light, elusive, and ever in motion. They confound pursuers, slip through tight spots, and dazzle others with graceful maneuvers. Their thinking is fluid and intuitive, making them unpredictable but creative problem-solvers.

IP Benefit
0 Misty Evasion: Once per rest, impose disadvantage/penalty on an attack against you
0 Light as Air: Treated as one encumbrance tier lighter for movement/speed
0 Express Ideas Creatively: +1 to any single Creative or Deception check/session
2 Once per session, become insubstantial (phase through bar/gate, 5ft; 1 action)
2 Confounders: +2 to Escape or Slip from Grabs/Restraints
1 +1 to Acrobatics or Contortion escape checks
1 Ignore damage from nonlethal falls up to 30 feet
1 +2 to initiative checks on the first round of any encounter
1 May conceal one small object as if invisible, 1/day
1 Once per session, leave a trail of vapor to obscure vision (10-ft line, 1 min)

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Storm *

The Storm aspect is for airkin with powerful, dramatic tempers and the ability to channel fury into raw strength. They are adept at sudden shows of force—whether with wind, word, or weapon—often turning the tide at crucial moments with energy and ferocity.

IP Benefit
0 Tempest Speech: +1 to checks to intimidate or awe others
0 Static Shock: Once per rest, deal 1 point lightning damage on physical contact
0 Wind Slam: Knock away unattended objects up to 10 lbs within 10 feet (minor action)
2 Once per session, unleash a thunderclap: all within 10ft make a Save or be deafened 1 round
2 +2 to any one damage roll per session with air/wind/lightning attack or weapon
1 +2 to Strength or Spell DC against forced movement while raging or in high wind
1 +1 to weapon attacks when angry or after taking damage
1 +2 to checks to resist effects which would knock you down or move you unwillingly
1 Cease adverse weather effects in 30ft sphere, 1/min per rest (calm the storm)
1 Move through difficult terrain (wind, debris, rain) at normal speed once/session

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