Whether by birth, ritual, or accident, you are infused with powers from the elemental plane of air. Magic comes to you easily, and you have greater control over elemental air than any other.
Level 1
Air Savant: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know.
Air Savant: Empowered Cantrips
You learn the Lapidate and Static Charge cantrips. When you cast Static Charge, it uses a d8 die for damage instead of a d6. When you cast Lapidate, it uses a d10 die for damage instead of a d8. For example, at level 5, your Static Charge cantrip deals 2d8 electric damage.
| Sorcerer Level | Extra Spells |
|---|---|
| 1 | Ball Lightning |
| 3 | Gust of Wind |
| 5 | Wind Wall |
| 7 | Lashing Wind |
| 9 | Vortex |
Level 3
Air Savant: Volatile Current
Once Per Turn – 1 Creature – Magical
When you deal damage with a spell that deals electric or bludgeoning damage, you can choose to cause a jet of air or electricity to arc to nearby creature who wasn’t affected by the spell. Choose a target within 15 ft. of the target that took damage.
Dexterity Save
- Failure: Target takes 1d10 bludgeoning or electric damage (whichever type the original spell dealt).
- Success: Half damage.
Level 6
Air Savant: Elemental Infusion
No Action Cost – 1 Sorcery Point – Magical
Trigger: You cast a spell that deals damage that isn’t necrotic, poison, or psychic damage.
- You infuse the spell with your elemental power, causing it to deal either bludgeoning or electric damage instead of the type(s) of damage it dealt before.
Air Savant: Auran Speech
You learn the primordial language. You can read and write primordial and understand all spoken dialects of primordial. You can also use minor elemental magics to speak like an air elemental.
You can move air around in the air, recreating the whooshing and whistling sounds an air elemental makes to speak the Auran dialect of primordial.
Level 10
Air Savant: Ascendant Air
Your spells that deal electric damage ignore electric resistance and treat electric immunity as electric resistance. Your spells also ignore the effects of a creature’s ‘electricity absorption’ ability.
When you deal electric damage to a creature that is normally resistant, your magic twists their defenses against them. When you deal electric damage to a creature that is normally immune, you twist your magic to overwhelm their defenses. In the case of some magical creatures like elementals, you control and disperse their elemental essence.
Level 14
Air Savant: Air Elemental Form
You transform into an hybrid humanoid and air elemental form, crackling with electricity and surrounded by whipping winds. Your form shifts, transforming back and forth from solid to gas.
Bonus Action – Self – 10 Minutes – 3 Sorcery Points – Magical
You choose whether your equipment falls to the ground in your space, merges into your new form, or if you continue to visibly wear it.
- You have a fly (hover) speed of 40 ft.
- You are resistant to electric damage.
- You are immune to poison damage and the poisoned condition.
- You are immune to the grappled, petrified, and restrained conditions.
- You weigh close to nothing and can squeeze through gaps as small as 1 inch wide.
- You no longer have normal bodily functions. You don’t breathe, can’t bleed, be magically aged, or otherwise do anything that relies on your normal biological functions.
You can revert to your normal form using a bonus action. You also revert to your normal form if you are reduced to 0 hit points.