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Stormkin (Aurai)

The stormkin are humanoids empowered with the elemental nature of the sky. Also known as the Aurai, they live high in the sky among cloud cities. Their eyes glow and spark with lightning, and their lighter-than-air hair floats carelessly as if in a constant breeze.

Life in the Clouds

The stormkin build their homes on top of clouds. Using their mastery of air magic, they use rituals that solidify and stabilize clouds, allowing them to anchor their homes permanently.

Smaller cloud cities travel along predetermined paths, following currents high in the atmosphere. The largest cities, however, become too heavy to move. These colossal sky cities stay in one place, typically near mountains where the citizens can easily transition to the ground.

Stormkin have little interaction with other civilizations, as few are able to reach their lofty cloud cities. As a result, stormkin society is extremely self-sufficient and has limited outside trading.

Thunder Fields

The largest stormkin cities cause disruptions to the environment below them. A large, permanent cloudbank plunges the area beneath it in darkness, and when the clouds grow large enough, they become thunder fields.

Thunder fields are permanent storms. The area below is constantly beset by rain, high winds, and lightning strikes.

The concentration of magical energy and constant lightning strikes makes the area very dangerous, but also creates rare crystals called thunderstones. These crystals are dense in magical power and are highly sought after by artificers and arcanists.

High and Mighty

Stormkin often have an elevated view of themselves compared to the other civilizations in the world. Due to the remote nature of their homes, they rarely experience the same troubles that others do. They’ve never lacked resources for their people, and they’ve never had to contend with war or prolonged battle. Many stormkin believe that their homeland is utopic.

Stormkin that explore the world beneath the clouds can be surprised at the conditions and situations that others have to deal with. Back home they would have a simple solution, but on the ground, it’s always more complicated.

Stormkin Traits

Stormkin share certain traits as a result of their elemental heritage.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Stormkin mature and age at the same rate as humans do.
  • Size. Stormkin are generally built like humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Storm Born (Minor Feature). You have resistance to either lightning or thunder damage.
  • Languages. You can speak, read, and write Common and Auran.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features. You can only choose one feature with the (Magic) tag.

  • Air Magic (Magic). You know the gust cantrip. When you reach 3rd level, you can cast the feather fall spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the levitate spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Charisma is your spellcasting ability for these spells.
  • Air Shield. As an action, you can create a whirlwind around a creature you can see within 60 feet, including yourself. The air shield lasts for 1 minute, requiring you to concentrate on it as if concentrating on a spell. While the air shield is active, ranged attack rolls against the target have disadvantage. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Floating Movement. You can float on air when you move. You have a fly speed equal to your base walking speed, but you can’t be more than 5 feet off the ground or a floor. During your turn as a free action, you can choose to channel air energy into yourself to grant yourself a flying speed equal to your base walking speed with no height restriction for 1 minute. Once you do so, you can’t use unrestricted flight again until you finish a long rest.
  • Storm Magic (Magic). You know the shocking grasp cantrip. When you reach 3rd level, you can cast the thunderwave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the shatter spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Charisma is your spellcasting ability for these spells.
  • Zap. As an action, you can conjure a lightning bolt. The lightning bolt fills a line 5 feet wide and 30 feet long. All creatures in the area must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can’t use it again until you finish a short or long rest.

Minor Features

Choose one of the following minor features, or three if you only chose one major feature.

  • Aerial Tourist. You have proficiency in the Nature skill.
  • Air Acclimation. You are adapted to the high altitude and cold temperatures of life above the clouds. You ignore any of the drawbacks caused by these environments.
  • Bounty of the Sky. You can draw sustenance from the sun and air, requiring much less food and water than other living creatures. You can go one week without water and 7 days + your Constitution modifier without food before suffering negative effects.
  • Fast Movement. Your base walking speed increases to 35 feet.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Slow Fall. You take half damage from falling.
  • Supercharger. When you take lightning damage, you become temporarily supercharged. Your next attack roll before the end of your next turn has advantage.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez