Base Class: Wizard
Aeromancy Wizards are those who have an interest, some say obsession, with speed and the power of the winds. These wizards use the speed and power of the winds to increase their power and create fast and devastatingly powerful magical effects. Aeromancers are often flighty, impulsive, and slightly chaotic natured.
Aeromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that does damage caused by a wind/air-based effect into your spellbook is halved.
Aeromantic Adaptation
Starting at 2nd level, you are able to hold your breath for a number of minutes equal to your level multiplied by your proficiency bonus. Furthermore, you are able to manipulate the properties of spells. When you cast a spell that deals damage, you are able to change the damage type to force.
When you reach 14th level, you become an almost living embodiment of Air, able to hold your breath indefinitely.
Airial Manipulations
You can cause yourself to hover up to 3 feet in the air and can move this way at 3/4 of your movement speed. The height of this feature increases to 10 feet at 10th level and 15 feet at 14th level. At 10th level, you can move at your full movement speed while hovering.
You can also create minor non harmful bursts of wind that can move tiny objects, put out small non magical flames. These wind gusts can create a slight noise or be utterly silent.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Defensive Winds
Starting at 6TH level you can create an area of tornado like currents of wind to form around you, granting you a +2 bonus to AC. Attacks made within 5 feet of you are made at disadvantage and while within the windy area, all other creatures have their movement speed halved. At 10TH level, the area affected increases to 10 feet and increases to 15 feet at 14TH level.
Advanced Airial Manipulations
At 10 level you when you use your Airial Manipulations feature you can move your full speed while hovering and your hovering height is now 13 feet. You also gain a fly speed of double your land speed for up to 1 hour.
You can also create minor non harmful bursts of wind that can now move small objects, put out medium sized non magical flames. These wind gusts can create a slight noise or be utterly silent.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Master Airial Manipulations
When you use your Airial Manipulations feature, you can also create bursts of wind that can now move medium objects, put out large sized non magical flames. These wind gusts can create a slight noise or be utterly silent. Your bursts of wind can now cause 1D6 force damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Gale Force Winds
At 14TH level, you can create a powerful burst of wind that that covers a 30 foot radius sphere centered on you that causes all unsecure objects and creatures of your choice to be lifted 10 feet in the air (if room) and blown back 15 feet to and take 2D6 force and 1D6 bludgeoning damage and be knocked prone and have their movement speed reduced to 0 until the start of your next turn. Creatures affected may make a DC 17 Dexterity save for half damage and to avoid the prone condition. Those that make the save may make a Strength save to have their movement speed be reduced by only half. You may use this feature once per long rest.
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