Wizard
Base Class: Wizard

You have focused your study of magic on manipulating the forces of the air, controlling the weather, and unleashing the fury of the wind. While Air magic isn't usually viewed as being among the more powerful elemental focuses as fire burns, lightning stings, and water soothes, the power of the air can only be seen indirectly through the way it augments the abilities of its users. Aeromancers have earned a reputation for being more adventurous than the typical wizards, using their magical abilities to enhance themselves and their spells to do things and go places far more dangerous than students of more complacent schools of magic.

Fast as the Wind

Beginning when you select this school at 2nd level, you can guide the air around your body to increase your movement speed by 10ft. 

Basic Air Manipulation

Beginning at 2nd level, you gain the ability to manipulate the air around the spells you cast to extend their range by 10ft.

Aero Sphere

Beginning at 6th level, you can control the air around you allowing you to keep a sphere of breathable air around your head at will. You gain advantage on all rolls related to breathing. In addition you can effectively hold your breath for twice as along as normal. 

Once you reach 8th level you can place your Aero Sphere around someone else instead of yourself, however this requires you maintain concentration. At 10th level you can maintain Aero Sphere around yourself and another person, also requiring concentration to keep it around the other person. At 16th level you can maintain Aero Sphere around a total of 4 people, including yourself, also requiring concentration. At 20th level maintaining Aero Sphere around others no longer requires concentration.

Friend of the Air

Beginning at 10th level, you have spent so much time mastering your control over magic and air that you have created an Air Elemental companion. The Air Elemental is friendly to you and your allies, and the two of you share a telepathic bond while you are within 60ft of each other. It will carry out your commands to the best of its abilities, if you are incapacitated or absent it will act on its own prioritizing defending you and itself.

It takes its turn on your initiative, though only acting if you command it to. On your turn you can telepathically or verbally (If you know Auran) order it to move as a free action. On your turn you can spend a bonus action to order the Air Elemental to attack or otherwise use its attack action (Such as Dashing, and so on). It takes its reaction as normal without having to be commanded, but can be ordered to specifically take or not take its reaction.

If you are within 5ft of the Air Elemental you can use your control of Air to spend a bonus action to pull it onto your body, changing its size to a fist-sized cloud of swirling air that slowly moves around your body. You can then spend a bonus action to release it from your body, causing it to revert to its usual size and placing it in a space within 5ft of you.

If the Air Elemental is killed, you can spend 8 hours in magical meditation to shape a new Air Elemental into existence. 

(To add the Air Elemental to your D&D Beyond Character Sheet, go to the Creatures tab, select Manage Creatures, under Add Creatures scroll to the Pet Category and make sure "Filter Using Pet Rules is checked). 

Whirlwind Movement

Starting at 14th level, your mastery over air magic allows you to form a whirlwind around your lower torso. Controlling the whirlwind allows you to move above the ground and into the air, with a fly speed of 20ft. You can also move through water and similar substances with the whirlwind, preventing any water from actually touching you and preventing any water or swimming related effects from taking place as you are surrounded by air (though your movement speed is limited to that of your fly speed). Due to the nature of fast moving air swirling around you, all non-magical ranged attacks made by or against you are at disadvantage. 

The whirlwind can stay formed for up to 8 hours after which or after being deformed, Whirlwind Movement cannot be used until after a long rest.

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