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Ver. 1.3.1

Path of Wind

Delver Archetype

The Path of Wind focuses on the school of Evocation. Your Elemental Channeling powers inflict Shock damage.

Evocation Affinity

Add your Affinity Modifier to Spellcasting skill checks for Evocation. Your Affinity modifier increases with your level according to the Delver Table.

Table: The Delver Table

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Channeling Force

At Level 8, your Elemental Channeling powers allow you to send a shockwave through the air with your attacks. Whenever you make a melee attack, you can choose to use this power. If the attack hits a creature within reach, the target takes Bludgeoning damage equal to your Elemental Channeling damage in addition to the weapon's normal damage. If the attack misses or is intentionally aimed at a target out of reach, the shockwave travels for 30 feet in a straight line and deals your Elemental Channeling damage to the first target it hits.

Using this power consumes energy equal to the damage dealt by the shockwave.

Wild Fury

Starting at Level 13, whenever you enter Rage, you feel a rush of unbridled magical energy. Roll a d4 on the below table to determine the effect. If the effect calls for a check or save, the difficulty is 10 plus your Affinity modifier.

Table: Wild Fury (Path of Earth)

d4 Effects
1 A sudden gust of wind blows in the direction you're facing. Creatures within a 20-foot cone in front of you make an Endurance save or are pushed 10 feet away from you. Your allies have advantage on the save.
2 A bolt of electricity shoots from your chest shocks one creature of your choice you can see. That creature takes 1d6 Shock damage and makes an Endurance save or drops any weapons they're holding.
3 A static discharge courses through metallic objects within 20 feet of you. Any creatures within this range wearing metal armor or touching a metal object makes an Endurance save or become Stunned.
4 You feel a rush of wind at your back. Until your Rage ends, your movement speed increases by 4 and enemies can't react to you moving in or out of reach.

Lightning Charge

Starting at Level 18, your electric powers enable you to restore energy on teammates and friendly creatures. Whenever a spell you cast would inflict Shock damage on an ally, intentionally or otherwise, you may have that effect restore that much energy on the creature instead of dealing damage. Excess energy granted this way becomes temporary energy.

Atmospheric Energy

Starting at Level 24, your Rage electrifies metallic objects around you. While raging, all metal weapons within 50 feet of you (any variant of Iron, Bronze, Steel, Silver, Ætherite, or Nocturnum) deal an additional 1d12 Shock damage. Whenever a creature touches a metal object within this range, that creature also takes 1d12 Shock damage. This damage is doubled on any target wearing metal armor.

Path of Wind Archetype Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Electromagnetic Charge

✪25

As an adventuring action, you can spend 6 energy to replenish 50% charge on a cell phone or other small device with a battery.

Wind at your Back

✪100

While Raging, you create a gust of wind that pushes you forward. Your speed increases by an additional 4 feet, and any creatures you move past during your turn are knocked Prone unless they succeed on an endurance save with difficulty equal to your current level.

(Moving past a creature is defined as moving into and out of the creature's reach with a single or consecutive movement action(s).)

Deceleration

✪60

You can use your channeling powers to create a cushion of air that protects you and your allies from falling damage.

As a reaction, you can spend 10 energy to negate the damage from a long fall on yourself or a creature you can see.

Fork Lightning

✪120

Prerequisite: Delver Level 10

You can target up to three creatures with any Evocation spell that inflicts Shock damage. Each target has its own chance to react, and you choose how the damage is divided amongst the targets you hit.

Take to the Skies

✪200

Prerequisite: Delver Level 20

Your channeling powers can create a powerful updraft, lifting you off the ground and enabling sustained flight.

You can hover or move up to 10 feet per frame while flying. Sustaining flight consumes 10 energy per frame.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Electromagnetic Charge ✪25 Details ▶
  Wind at your Back ✪100 Details ▶
  Deceleration ✪60 Details ▶
  Fork Lightning ✪120 Delver Level 10 Details ▶
  Take to the Skies ✪200 Delver Level 20 Details ▶