Wizard
Base Class: Wizard

Control the power of flight and levitation with the magic of Acromancy. 

Zephyr Mind

When you choose this school at 2nd level, you learn the Gust cantrip. If you already know this cantrip, you learn a different wizard or druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known. 

Calculated Suspension

At 2nd level by the time you have chosen this school, you have already gained a scholarly understanding of levitation. As an action, you can focus on up to 5 small or smaller objects or willing creatures you can see within 30 feet, weighing no more than 100 pounds combined and float them up to 20 feet off the ground and above all surfaces. You can only target objects that aren't being worn or carried, and you must maintain concentration on this effect as though concentrating on a spell. 

While the effect lasts (up to 1 hour), you can move any number of the targets freely up to 20 feet as a bonus action, still retaining a maximum height of 20 feet. You can end the effect on any number of targets at any time as a free action. 

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses after a short or long rest. 

Your total carrying capacity increases to 200 pounds at 12th level in this class. Also, at 16th level you are able to target medium sized objects and creatures. 

Weightlessness

Starting at 6th level, your physical weight becomes 1/10th the weight of someone of your normal race, age, and stature. You gain the effects of the Jump and Feather Fall spells on yourself at all times. 

As an action you can choose to grant yourself a flying speed equal to your moment speed for 10 minutes. If you already have a flying speed from your race, using this feature grants you a +10 to your flight speed for the duration. You can use this feature a number of times equal to your intelligence modifier (a minimum of once). You regain all expended uses after a long rest. 

Acrophobia

Beginning at 10th level, as a bonus action when a creature you can see within 60 feet is airborne, you can nullify its flight causing it to plummet. 

A creature must succeed on a Strength saving throw against your wizard spell save DC or be forced downward taking 1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6, and the creature lands prone and is frightened of your for one minute. On a successful save the creature stays airborne, and you cannot use this feature on it again until you finish a short or long rest. 

Aerobatcis

Starting at 14th level, you can now expend a use of the Weightlessness feature to grant flight to an ally you can see within 30 feet. 

When you use the Weightlessness feature to grant flight to yourself or an ally, you can choose one of the following effects to grant along with it:

Aerodynamic. The flying speed granted is increased to 60 feet. 

Holding Pattern. The duration of the flying speed is increased to 1 hour. 

Flock. You gain a +3 to AC and Saving Throws if you and an ally are both flying and within 15 feet of each other. 

Night Owl. You gain darkvision out to a range of 120 feet, If you already have darkvision from your race, you gain the ability to see invisible creatures and objects within 60 feet. 

Previous Versions

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8/22/2019 2:07:23 AM
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