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Elemental, Wind

Wind elementals are primordial beings naturally formed from the coalescence of magic and wind. They can become formless and still retain their consciousness, even when mingled with the surrounding air. However, dramatic changes in the weather can cause them to dissipate. Wind elementals originate from the elemental realm of air, but can manifest on the Mortal Plane.

Traits

Ability Score Increase. Your Dexterity score increases by 2.

Age. A wind elemental matures after three years, then lives without aging.

Alignment. Wind elementals are mercurial in their attention and interests, caring most about themselves and little about virtue. A typical wind elemental is chaotic neutral.

Rarity. Rare. Like other sapient elementals, those of the wind are scarce in the world.

Size. Although of human size and shape, wind elementals weigh only a tenth of what a human of their size might. Still, your size is Medium.

Speed. Your base walking speed is 40 feet.

Air Magic. You know the mage hand cantrip, although your “hand” appears to be a tiny dust devil. When you reach 5th level, you can cast gust of wind once per day without material components. Once you are 7th level, you regain the ability to cast this spell each time you finish a short or long rest. Constitution or Charisma (your choice) is your spellcasting ability for these spells.

Breezy Movement. You have proficiency in Acrobatics and Athletics, and you double the distance you can jump. Your airy nature also allows you to reduce the cost of moving through difficult terrain by 2 feet per foot you move. When you crawl, you can do so at full speed. In addition, you can enter spaces small enough to admit Tiny creatures without squeezing.

Living Elemental (Wind). You are a humanoid, but your elemental nature gives you the following traits.

  • You are immune to disease, and you have resistance to poison damage and damage from falling. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled for these purposes.
  • You need not eat, drink, or breathe.
  • You are vulnerable to cold and fire damage, which disrupt your stable internal air currents.
  • You are considered to be an elemental whenever it is detrimental for you.

Speak with Wind. As part of a short rest, you can enter a trance to listen to the wind. While you do so, you are unconscious. The inconstant wind whispers something to you in your sleep about your short-term plans, as if you had cast the augury spell for the second time in a day.

Wandering Wind. Each time you finish a long rest within 1 mile of the place you last finished a long rest, your hit point maximum decreases by 1. This decrease lasts until you finish a long rest without decreasing your hit point maximum in this way.

Wind Form. Using your action, you can discorporate into wind, causing everything you’re wearing and carrying to transform with you. This form lasts while you focus on it, as if you are concentrating on a spell. You have a flying speed of 40 feet, you can hover, and you can enter and occupy the space of another creature. Other creatures can enter and occupy your space. You can move through any opening air can flow through. In this form, you can’t manipulate objects, attack, or cast spells, and objects that transformed with you can’t be interacted with. You can use this ability again only after you finish a long rest.

Wind Rider. If you cast levitate or fly on yourself, the duration of the spell’s effect on you is concentration, up to 1 hour.

Languages. You speak, read, and write Common and Elemental. Wind elementals often learn Skyborn.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims