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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Airologist

Dungeons and Dragons – Mystara

Secret Craft of Air Elementalists

aka Air Elementalist, Airologist, Elementalist of Air, Master of Air, or Stormlords

They are known as an Airologist in the library of the Great School of Glantri. They started out (and can still be found) as the Elementalist of Air, Master of Air, Air Elementalist or Storm Lords of the Alphatian Empire. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-03 Glantri
0e-gaz-03 gaz3 D&D BECMI Glantri

This secret craft was developed by those who have a deep connection with elemental air and the Sphere of Thought. These are abilities granted by the grace of the patrons of the sky and weather.

Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (gaz3), Midgard Heroes Handbook (mhh), Deep Magic – Elemental Magic (dm14), Encyclopaedia Arcane – Elementalism (The Primordial Force – mgp1008), Xanathar’s Guide to Everything (xge), Ultimate Prestige Classes Vol 2 (Storm Lord).

List of Practitioners of the Airologist Secret Craft

  • Initiate
  • 1st CircleCalcyrx – White Dragon (Fri), Tidal Rich (Tue)
  • 3rd Circle – Serena Aendyr (Glantri)
  • 5th Circle – Prince Volospin Aendyr (Glantri)

Craft Magical Items – Airologist

Ranks of the Airologist Secret Craft

Airologist Initiate

To become an initiate, one must be part of either “The Great School of Magic” in Glantri City or from the Aphatian Empire. A respected member of the descendants of the Air Genasi (air aspected racial option) is also an option as one of the core crafts of the setting.

Secret Craft – Airologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (elemental aspect, genasi).
  • Starting Language – Auran

Airologist Additional Crit Effects

  • Airologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in Elemental Lightning which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Auran until you finish a long rest and have disadvantage on rolls using the language.
  • Airologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in Elemental Lightning but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Auran language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Expanded Craft Traits

  • Craft Skill: You gain proficiency with this secret craft and use Intelligence as your ability score.
  • Racial Bonus: Air Genasi and races connected to them have a +2 to the craft skill.
  • Patron: A member of a Pantheon containing immortals from the Sphere of Thought with the Air Domain.
  • Feature Activation Costs: 1 point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Bonus Language: Auran
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. You may gain this option again during other secret craft downtime subject to Dungeon Master approval. A prepared caster gains them as spells to be learned in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Thought: You can make a craft check to use a artefact of thought without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features with a chance of a penalty being activated.

Associated Classes: These classes can select this secret crafts as part of their level advancement.

Available Feats for an Airologist:

Spell ListSecret CraftAirologist

R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Airologist 1st Circle (Apprentice)

Secret CraftsAirologist – 1st Circle

Airologist Manifestation (Replaces other active secret craft manifestation when activated)

Airologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light (with a blue flicker) 5 ft radius. All lighting or thunder attacks treat a damage dice rolled of 2 or less as a 2.

Airologist Apprentice Enhancements and Powers (Requires Airologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d4 Lightning damage and 1d4 thunder damage. Each strike can be heard 120 ft away.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d4 Lightning damage and 1d4 Sonic damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Lightning or Sonic Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over clouds or smoke or treating as difficult terrain until the end of your next turn.

Airologist Apprentice Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the traits of a tiny air elemental instead. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion and your patron comes from the Sphere of Thought, you can give it the traits of a air elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) and your patron comes from the Sphere of Thought, you can give it the traits of a air elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
Airologist 2nd Circle (Journeyman)
  • Attributes – Secret Crafts – Airologist – 2nd Circle
    • Airologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement you increase the light radius by 5ft, the Fists and Rebuke dice increase by 1 and the Walk duration increases by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
      • Elemental Conjuration, Minor (Power SB 2 DC 18) As an action you can conjure 1d4 air elemental, they last for 1 day/level or until their tasks completed, or this ability used again which sends any previously conjured elementals home.
      • Elemental Enhancer (Enhancement SB 2 DC 18): As an action you can increase the effects of your summoning increasing the Intelligence modifier of the creature by the circles you have learned. (i.e. if you have learned up to 2nd Circle then you give it a +2 to its Int modifier increasing saving throw and Intelligence based checks by 2.
      • Elemental Infusion (Power SB 2 DC 18) As a bonus action, you can gain the ability to use Shocking Grasp, and it can be included with an unarmed strike.
      • Elemental Servant (Enhancement SB 2 DC 18): As an action you gain a familiar (an extra if you already have one from a class feature) that is also a water elemental.
      • Elemental Sense (Enhancement SB 2 DC 18) As an action you can activate this enhancement to allow you to see the changes in the weather that will happen up to your level in hours within one mile per your level.
    • Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Elemental Servant (SB 2+) You bind the services of an elemental at the cost of twice its hit dice in soul burn. You cannot heal or recover this soul burn while the servant is bound. You can have any number of servants bound in this manner. This loss is permanent while you have the servant.
      • Elemental Weapon (SB 2+) You enhance your weapon as an elemental conduit so that it works with elemental rebuke. This costs 2 SB per character level and works when elemental rebuke is active. You can only have one weapon as a conduit at a time, and when you create a new one, the connection to the old one is lost. The weapon radiates energy of the type it is a conduit of, and makes it a magical weapon if it is not already, and damage dealt by the weapon also counts as half from this element. This loss is permanent while you have the weapon.
      • Minor Conjuration (SB 2+): You make a pact with the elemental lords of air. Once done, you may once per pact during a short rest, summon 1d4 air elementals for 1 day per level or until their task is completed, or you activate this ability again which sends any previously summoned elementals home. This loss is permanent while you have the pact.
Airologist 3rd Circle (Adept)
  • Attributes – Secret Crafts – Airologist – 3rd Circle
    • Airologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk and Infusion durations increases by 1, and the Sense distance and time is multiplied by 2. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
      • Elemental Attack (Power SB 3 DC 20) As per the Call Lightning spell.
      • Elemental Bypass (Power SB 3 DC 20) As a bonus action, you select a target and for the next minute, any lightning or thunder damage that hits that target ignore the targets resistance regardless of source.
      • Elemental Conjuration (Power SB 3 DC 20) As an action you can conjure a djinni, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of air could be used at the GM’s discretion.
      • Elemental Mark (Enhancement SB 3 DC 20) As an action you can mark yourself with your element to gain advantage in social interactions with Air Elementals, but Disadvantage with Earth Elementals.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Conjuration (Power SB 3 DC 20) You make a pact with the elemental lords of water. Once done, you may once per pact during a short rest, you can conjure a djinni, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of air could be used at the GM’s discretion. This loss is permanent while you have the pact.
      • Elemental Anchor (SB 3 per year) You create a 5 ft aspect of your surroundings to act as your elemental anchor, and home location target for elemental gateways you create. While in contact with this aspect, the SB cost of all of these elemental craft features is reduced by 1. This loss is permanent while you have the anchor.
Airologist 4th Circle (Master)
  • Attributes – Secret Crafts – Airologist – 4th Circle
    • Airologist Master (Enhancement SB 4 DC 22): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Construct (Power SB 4 DC 22) As an action, you can create a construct out of your element and attacks as yourself with hit dice matching your own. Cannot move more than 20 ft from where it was created, and you can only have one of these created at a time.
      • Elemental Control (Enhancement SB 4 DC 22) As an action you can activate this manifestation and once active, you can spend a action to which lasts until the start of your next turn unless otherwise stated:
        • (action) Gain the ability to change the winds in the area (5 ft/level).
        • (bonus action) You can cast Gust of Wind ignoring the component requirements.
        • (reaction) You are immune to thunder and lightning damage.
        • (reaction) No wind, no matter how powerful, can move you unless you allow it to.
      • Elemental Turning (Power SB 4 DC 22) As an action, you turn air or earth elementals as if you were a cleric of the same level. Can only be sustained by concentration.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Grand Master (SB 4) – Request ability to train as a Grand Master.
Airologist 5th Circle (Grand Master)
  • Attributes – Secret Crafts – Airologist – 5th Circle
    • Airologist Grand Master Master (Enhancement SB 5 DC 24): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Gate (Power SB 5 DC 24) As an action you create a gate to the elemental plane of your element, it opens in a known location. Otherwise it works as the Gate spell. If on you elemental plane you can open a gate to your anchor location.
      • Elemental Rift (Power SB 5 DC 24) As an action you can create a Rift between where you are and your elemental plane for as long as you are concentrating, allowing elementals to pour forth in the location and can close the rift as a free action. Elementals with a combined hit dice up to your level can traverse into, or out of the rift each round. Elementals brought forth are not summoned or controlled in any way.
      • Metamorphosis (Enhancement SB 5 DC 24) As an action, you turn into an elemental with the same Hit Dice and can use abilities and spells. While in Elemental form and taking ten minutes to perform a ritual, they can traverse between the elemental plane and their current location, or from the elemental plane to their anchor. You remain this way until you undo the effect with another use of Metamorphosis.
    • Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Sponsor (SB 5) – Asking a member of the Elemental Courts to become your sponsor following the rules for Immortality with the goal to join the elemental court.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.
Content Updates
  • 2021-010-05 – Cleaning up layout for character pages.
  • 2021-08-06 – Added in Yehm’s Diamond.
  • 2021-08-04 – Update to the downtime activities.
  • 2021-07-21 – Added in section on magical items.
  • 2021-03-27 – Making it easier to copy for character sheets.
  • 2021-01-22 – Added in the downtime Craft Specialisation.
  • 2020-09-12 – Cleaning up the content and creating linking to the Classes, Feats and Spells associated.
  • 2020-09-08 – Adding in content to bring in 2nd Circle to 5th Circle information and adding in activation abilities for Artefacts associated with Thought.
  • 2020-06-22 – Clean up of the wording 1st Circle.
  • 2020-03-28 – Structure.
  • 2020-03-07 – Structural and content changes.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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