Base Class: Sorcerer
Aeromancer’s magic comes from an extremely close relation to the elemental power of air. Controlling the air around you to aid your allies or yourself through difficult trials and adventures. There are many different ways you could have gained your connection to the air. One of your ancestors could have been a powerful Djinni, maybe you were born next to a magical portal to the Elemental Plane of Air, or perhaps you were born during a mighty storm summoned by unknown powers beyond.
Aeromancer Spells
1st–level Aeromancer feature
You learn additional spells when you reach certain levels in this class, as shown on the Aeromancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.
Aeromancer Spells
SORCERER LEVEL | SPELLS |
---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bonus Proficiencies
1st–level Aeromancer feature
Your connection with the elemental winds grants you several gifts and abilities. You gain proficiency with scimitars, shortbows, shortswords, and spears. Also, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. If you already know Primordial, then you may pick a different language of your choice.
Propelling Winds
1st–level Aeromancer feature
At the start of your turn, you can summon the winds around you to propel your movement (no action required) until the end of your current turn. When you use this feature your movement speed is doubled, all opportunity attacks taken against you are made with disadvantage, and you gain a bonus equal to your Charisma modifier to all Dexterity (Acrobatics) skill checks and Dexterity saving throws.
You can use this feature a number of times equal to your Sorcerer level, and you regain all uses after you complete a long rest.
Shunting Winds
6th–level Aeromancer feature
You have learned how to manipulate the wind around any creature or object affected by your magic. Whenever you cast a spell, you can also move a single creature or object within the area of your spells effects.
Creature. If you choose to move a creature with this ability, then the target must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, the creature is moved up to 10 feet to an unoccupied space of your choice.
Object. You can try to move an object that weighs up to 500 pounds. If the object is not being worn or carried, you automatically move it up to 10 feet in any direction of your choice.
If the object is worn or carried by a creature, then the creature must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, you pull the object away from that creature and can move it up to 10 feet in any direction of your choice.
When you reach 10th–level in this class, you can move the chosen target up to a total of 15 feet. At 14–level you can move the chosen target up to a total of 20 feet. At 18–level you can move the chosen target up to a total of 30 feet.
Run on the Wind
14th–level Aeromancer feature
You gain a magical flying speed of 30 feet and can hover.
In addition, you can use a bonus action to touch a willing creature and grant them a magical flying speed of 30 feet for 1 minute.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wind Soul
18th–level Aeromancer feature
You gain resistance to lightning and thunder damage.
Your magical flying speed increases to 60 feet.
Previous Versions
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