Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
You have talons that you can use to make unarmed strikes. When you hit with the
You can cast the gust of wind spell with this trait, without requing a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. Charisma is your spell casting ability for it when you cast gust of wind with this trait.
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
When the wearer of your talisman is hit by an attacker you can see within 30 ft. of you, you can use your reaction to deal psychic damage equal to your proficiency bonus to the attacker and push it up to 10 ft. away from the talisman's wearer.
When the wearer of your Talisman fails an ability check, they can add 1d4 to the roll, potentially turning the roll into a success. This benefit can be used 3 times, and all expended uses are restored when you finish a long rest.
Once per long rest, you can cast slow using a warlock spell slot.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a ?2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.