You gain resistance 2 to physical damage and unlock ranks in elemental air magic
Stormborn: You gain resistance to electric and thunder damage equal to your rank. You suffer no penalties to your movement from powerful winds and you can hold your breath for an additional round.
Aerokinesis: Your elemental heritage lets you to manipulate winds. As a bonus action you can create a cool breeze that will last as long as you maintain concentration. You can have no more than one active breeze and it can be used to do one of the following effects (you can only do a single effect per turn).
Increases your DEX by 1.
Hawk's Eye: You suffer no penalties to your vision from fog and storms. You may suffer 2 non-lethal damage to infuse one of your ranged attacks with wind, which will let it ignore penalties from storms and powerful winds. If there are no winds or they act in your favor an infused attack will deal +2 base damage. A creature with air magic cannot use Elemental defense to protect itself from an infused attack.
Wind step: You can take an additional move action per turn. Your jump also speeds increase, letting you jump an additional 10 feet horizontally and 5 feet vertically.
Cushion of air: The power of winds protects you from deadly falls. If you fall from a great height you receive a glide speed equal to 30 feet, allowing you to move horizontally in a fall. You can spend a move action to slow your fall, causing you to fall only 60 feet for one round. You will not suffer fall damage upon impact with the ground if the wind strength is 2 or more or by spending a standard action.
Increase your resistance to physical damage by 1.
Enveloping winds: As a standard action you can surround yourself with a barrier of raging winds. This ability makes a 10-foot area centerd on you become difficult terrain and any creature who enters it must roll STR against your elemental magic or will bepushed back 5 feet. You also receive resistance to projectiles equal to your bloodline rank while this ability is active (this resistance will not apply against projectiles of large or greatersize). You can take 2 non-lethal damage to increase the radius of Enveloping Winds by 10 feet for one round or reduce the speeds of all creatures entering the area by 10 feet. You cannot have this ability active for more than one minute at a time and it disappears when you lose concentration.
Elemental connection: You are always surrounded by a bubble of air, allowing you to breathe underwater or in a void for up 10 minutes at a time. Whenever you start your turn in an area affected by a storm or winds of level 3 or higher you recover 1 Vitality. You cannot heal your HP in this way, but by taking a short rest in an area with a high presence of your element (high places or areas affected by powerful storms) you recover all your HP as if you were taking a long rest. At rank V every round you remain in an area affected by storm or strong winds you will heal 1 HP or 2 Vitality.
Increases your CHA by 1. You can replace the attack bonus you have in a specific weapon with your elemental magic bonus.
Sky traveller: You receive the ability to fly up to 60 feet as a move action. While you are flying you gain advantage attacking creatures on the ground and on all dodge defense rolls. This flight speed is reduced by heavy armor and if you are stunned you will begin to fall. Flying long distances tires you more easily, leaving you fatigued if you try to fly for more than an hour at a time.
Infused attacks: Your physical attacks are infused with the force of a raging tempest. Whenver you hit with a physical attack you can do a free push, trip or feint maneuver against your target. If you are in an area affected by a storm all your physical attacks will inflict +2 electric damage and whenever you deal hit point damage your target will become stagerred for a round. Status effects made with Infused Attacks ignore resistance to stunning but resistance to electric damage applies against them.
Increase your resistance to physical damage by 1 and your magic resistance by 3.
Element of freedom: You gain resistance to grapples and entanglement equal to your rank. Your speed will not be reduced by difficult terrain and you can move underwater without difficulty. If you have Freedom of Movement you receive immunity to all grapples and entanglement unless you are incapacitated.
Sudden speed: A number of times per day equal to your rank - 2 you can propel yourself with air to move at high speeds. When you use this ability all your speeds increase by 15 feet for one round and you will not provoke attacks of opportunity for moving out of an engament. In addition you will gain advantage in all defensive dodge rolls.
Increase your WIS by 1.
Elemental form: As a full-round action you surround yourself with a powerful wind which gives you the appearance of a titanic air elemental. While in elemental form you are constantly surrounded by a Wall of wind and the strength of all winds in a 20-foot area centered on will increase by 2 to a maximum of 5. In addition, whenever you hit a target with a physical attack you will push it 1d6 x 5 feet. If you do not have Awaken the storm you will gain a bonus to all attack and defense rolls equal to the wind strength in a 10-foot area. Elemental form will last a number of rounds equal to your rank + 1 or until you lose concentration on it.
Chosen of the spirits: You have become a champion blessed by the spirits themselves. Their blessings grant you resistance 4 to mind-effects, poisons and diseases, and you body ages ten times slower. Spirits will never be naturally hostile against you and they will treat you with great respect.