Breeze. 1d4+4 (5–30 ft)
Slipstream. Immune to Prone, Grappled. Can move through other creatures’ space without penalty or opportunity attacks.
Breeze. 1d4+4 (5–30 ft)
Gust. 2d4+4. Target the first creature in a 5'x30' line. On hit, target is pushed 5 ft directly away from attacker, 10 ft on crit.
Vortex. 3d4+4. Melee attack. On hit, target is Grappled.
Gust. 3d4+4. Target the first creature in a 5'x30' line. On hit, target is pushed 5 ft directly away from attacker, 10 ft on crit.
Wind Walk. Instead of attacking, turn Invisible until the end of your next turn.
Blast. 2d4+4. Target all enemies in 5'x20' line. On hit, pushed 10 ft.
Throw. 3d4+4. Throw one enemy 15 ft in any direction. Forced Movement rules apply.
Maelstrom. 3d4+4. All targets within 10 ft. On hit, pushed away 10 ft.
Wind Walk. Instead of attacking, turn Invisible until the end of your next turn.
Blast. 3d4+4. Target all enemies in 5'x20' line. On hit, pushed 10 ft.
Turbulence. All ranged attacks against the Tempest Lord are made with disadvantage.
Rending Winds. 6d4+4. Target all enemies in 10'x20' line.