Base Class: Wizard
You have trained and studied for many years in the practice of manipulating air currents. Through your diligent study you have refined your evocation magic to be able to conjure powerful wind storms and delicately alter gaseous substances. Aero smiths have been known to spawn and disperse the most fierce storms and have frequently been called upon during times of natural disaster and crisis. Many aero smiths have used their powers to retreat high into temples and schools built upon ever flowing air currents where they spend their days studying and practicing to discover the deep truths of aeromancy.
Airy Nature
Starting at 2nd level, Your mastery of air based magic causes your body to take on a lighter nature decreasing the effects of gravity. You now fall half as fast as normal and any time you would take fall damage the overall damage is halved. You also have feather fall always prepared.
Whispers of the Wind
Starting at level 2, You commit specific spells to memory so that you no longer need to prepare them from your spell tome. The following spells become always prepared: Fog Cloud, Gust of Wind, and Gust.
Eye of the Storm
Starting at level 6, You can control strong currents of air creating a powerful dome fortress to protect yourself and allies. Once per long rest, you can create a dome sphere centered around yourself. The sphere has a radius of 10ft but can be extended by 5ft x intellect modifier. The dome only last for a number of rounds equal to intelligence modifier and requires concentration to maintain.
Creatures on the outside of the dome must make an investigation check against the aeromancer's spell save to discern anything being said on the inside of the dome. Any creature attempting to pass through the walls must succeed a dexterity save against the aeromancer's spell save. On a failed save the creature is knocked back 5ft and falls prone.
The dome has a base health equal to intelligence score + intelligence modifier and an AC score of 10. Creatures can choose to target the dome or target a creature inside of the dome. Each physical attack that successfully hits the dome reduces the health first. If the dome is destroyed on a physical attack the excess damage only carries over if a creature inside was within range and being targeted. Magical attacks fired at the dome from the outside will deal damage to the dome first and an excess damage will carry through to the intended target inside the dome. The dome is vulnerable to fire damage and has resistance to bludgeoning damage.
When making an attack through the walls of the dome and physical melee must succeed a Strength check against the aeromancer's spell save or only deals half damage and always only deals damage to the dome walls. A physical ranged attack is deflected dealing no damage unless the damage equals or exceeds 2 + the aeromancer's intellect modifier. All of the damage up to 2 + intellect modifier is dealt to the dome and the excess penetrates through the dome and hits the intended target.
A physical magic attack deals full damage the walls of the dome and a ranged magical attack will deal full damage to the dome. If the dome is destroyed excess damage will carry through to hit the intended targets.
Wind Walker
Starting at level 10, Your understanding and mastery over air currents has allowed you to manipulate the wind beneath you to allow you to fly. You can increase you flight movement speed to equal your walking movement speed. Using this ability requires you to maintain concentration the entire time that you are flying. If you are attempting to use this ability while you are already falling you must make a DC 14 intelligence saving throw to cast the spell.
Anemoi
Starting at level 14, You are able to access powerful air magic and are able to specialize in certain techniques. You can specialize as either a Boreas, Eurus, Notes, or Zephyr.
Boreas
Those who specialize in the way of the boreas learn to control cold winter winds to freeze and chill their enemies. You have the Cone of Cold and Frostbite spells prepared at all times and can cast them without using any material components. You also gain resistance to cold damage.
Borealis
As an action, once per day, you can create a gale of freezing wind to swirl around you. The storm persist in a 30ft radius around you for 1 minute as long as you hold concentration. Creatures within the radius of the storm are no longer able to fly. Any creature that begins or ends its turn inside the storm must make a constitution saving throw. On a failed save creatures take 8d8 cold damage and have their movement speed reduced by half. On a successful save creatures take half damage and do not suffer a movement penalty. Creatures with cold resistance automatically succeed the saving throw. Any creature killed with this ability is frozen solid.
Eurus
Those who specialize as a eurus learn to manipulate hot air to create thick heat waves exhausting and killing off their surrounding area.
You learn the spells Produce Flame, Scorching Ray, Flame Blade You gain resistance to fire damage.
Heat Wave
you create an overbearing wave of heat that scorches anything caught inside. As an action, you create a heat wave that reaches out to a 15ft radius and deals 5d6 fire damage to caught creatures. The heat wave last for # of rounds equal to intelligence modifier if the caster maintains concentration. Any creature that enters the zone or begins their turn inside of it is affected by the heat. Affected creatures must make a constitution saving throw. On a failed save creatures take 10d6 fire damage and receive 1 level of exhaustion. On a successful save creatures receive half damage and don't receive exhaustion. Creatures with fire resistance automatically succeed the saving throw.
Notus
Those who specialize as a notus use the wind to bring forth powerful storms and bad weather to devastate the land around them. After taking this specialization you can cast the spells Thunderwave, Thunderclap, and [spell]Lightning Bolt/spell]. You also gain resistance to thunder damage and lightning damage but gain vulnerability to radiant damage.
Cloudburst
Once per long rest, as an action, you create a swirling storm of thunder clouds centered above you that stretch out in a 120ft radius. The area under the clouds becomes darkened and sunlight is blocked. As a bonus action on your turn you can create a thunderous boom causing any creature within a 240ft radius to make a constitution saving throw. On a failed save creatures take 8d8 thunder damage and become stunned for 1 turn. On a successful save creatures only receive half damage and are deafened. The storm last for 4 rounds if the user maintains concentration.
Zephyrus
Those who specialize as a zephyrus learn to boost there speed to an extreme point and increase their vitality with warm life giving breezes.
Zephyrus gain resistance to necrotic and radiant damage. You can also cast the spells Expeditious Retreat and Wind Walk.
Trade Wind
Once per short rest, as a bonus action, you can triple your movement speed and you can move without taking attacks of opportunity. If you attack with a melee attack on the same turn that you use this ability and hit the target, that attack deals critical hit damage. This ability can be activated a number of times equal to your intelligence modifier
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