The Blackwind

Ages past, a legendary sorcerer gained access to untold power over the winds. It is said that he was able to channel the very essence of the elemental plane of air into his spells. His life was cut short, however, and his soul was sealed into a forgotten tomb, deep within the bowels of the earth.

He reaches out to touch the hearts of those who feel persecuted or mistreated and grant them boons. To those who would help him seek vengeance, he offers a pact.

Expanded Spell List The Blackwind lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Blackwind Expanded Spells Spell Level Spells 1st thunder wave, zephyr strike XGE 2nd gust of wind, warding wind 3rd call lightning, wind wall 4th freedom of movement, storm sphere XGE 5th control winds XGE, steel wind strike XGE Gale Force At 1st level, your patron grants you some of his control over the flows of air. You have a pool of d4s that you can spend to fuel this feature. The number of dice in the pool equals your warlock level + your Charisma modifier. Your pool regains all expended dice when you finish a long rest. You gain the following abilities. Stabilize Trajectory : The Blackwind steadies your aim. When an ally makes an ranged weapon attack roll, you can use your reaction and spend a gale die to add the result to the roll.

: The Blackwind steadies your aim. When an ally makes an ranged weapon attack roll, you can use your reaction and spend a gale die to add the result to the roll. Tailwind : The Blackwind propels you forward, guides your path, and holds you aloft. As a bonus action, you can spend a gale die. For a number of rounds equal to the result of the roll, your walking speed is increased by 10 feet, you ignore difficult terrain. and your jump distance is doubled.

: The Blackwind propels you forward, guides your path, and holds you aloft. As a bonus action, you can spend a gale die. For a number of rounds equal to the result of the roll, your walking speed is increased by 10 feet, you ignore difficult terrain. and your jump distance is doubled. Safe Descent: The Blackwind cushions your fall. You can spend a gale die to cast feather fall on a number of creatures equal to the result of the roll. Special Thanks /u/SwordMeow for all your help, especially for providing the capstone idea.

/u/OdinTGE for formatting and technical advice. Deflection Beginning at 6th level, your ability to read the wind allows you to turn away incoming attacks, as well as improve your ability to dodge. While you are not wearing medium or heavy armor or wielding a shield, when an attack roll against you succeeds, you can use your reaction to spend a gale die and add the result to your AC for that attack, potentially causing the attack to miss you. Additionally, you are unaffected by strong winds, as described in chapter 5 of the Dungeon Master's Guide. Sky Dancer By 10th level, you are a true expert at riding the winds. When you would fail a Dexterity saving throw or an Acrobatics check, you can spend a gale die from your pool and add the result to your roll, potentially causing you to succeed. Unleash the Five At 14th level, you are capable of commanding even the cardinal winds. As an action, you can choose up to five creatures you can see to be subject to one or more of the winds. Each wind can only affect a single creature. Once you use this feature, you can't do so against until you finish a long rest. The Frigid North : The target must make a Constitution saving throw or be frozen in place. On a failure, they are restrained until the start of your next turn.

: The target must make a Constitution saving throw or be frozen in place. On a failure, they are restrained until the start of your next turn. The Dry West : The target must make a Wisdom saving throw or momentarily lose moisture, addling their mind. On a failure, they are charmed by you until the start of your next turn.

: The target must make a Wisdom saving throw or momentarily lose moisture, addling their mind. On a failure, they are charmed by you until the start of your next turn. The Violent South : The target must make a Strength saving throw or be blown away. On a failure, they are pushed up to 30 feet in a direction of your choice and knocked prone.

: The target must make a Strength saving throw or be blown away. On a failure, they are pushed up to 30 feet in a direction of your choice and knocked prone. The Blazing East : The target must make an Intelligence saving throw or endure the heat wave. On a failure, they take a number of d6s equal to your warlock level of fire damage.

: The target must make an Intelligence saving throw or endure the heat wave. On a failure, they take a number of d6s equal to your warlock level of fire damage. The Blackwind: The target must make a Dexterity saving throw or be subject to the gaze of your patron. On a failure, they are blinded until the start of your next turn.