School of Aeromancy
Wizard Subclass
The School of Aeromancy is a tradition of wizardly magic dedicated to tapping the infinite potential of the Elemental Plane of Air. Usually called Aeromancers, practitioners of this style of magic gain mastery of wind, thunder, and lightning. Capable of both subtlely and unconstrainable primordial power, they can be either formidable adversaries or potent allies...and sometimes both
Elemental Advantage
Starting at 2nd level, once per turn you can add your Intelligence bonus (minimum 1) to one damage roll of any attack you make that inflicts lightning or thunder damage. Additionally, air elementals summoned, conjured, or charmed by you gain temporary hit points equal to your wizard level when you summon, conjure or charm them.
Elemental Mastery
When you reach the 2nd level, 6th level, 10th level, and 14th level of this class you gain an Elemental Mastery of your choice for which you meet the prerequisites from the following options:
Elemental Mastery | Prerequisite | Benefit |
---|---|---|
Flyer | - | You gain a flying speed of 30 feet for every 6 levels of wizard you have (rounded down), and you may hover. |
Guster | Gust of Wind in your spellbook | Gust of Wind is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Gust of Wind you may change its area of effect from a 60-foot by 10-foot line, to a 45-foot cone, or to a 30-foot radius sphere centered on you. Additionally, when you cast this spell you can choose a number of creatures equal to your Intelligence bonus (minimum 1) to not be affected by the spell. |
Bolter | Lightning Bolt in your spellbook level 6+ | Lightning Bolt is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Lightning Bolt you may change its area of effect from a 100-foot by 5-foot line, to a 50-foot by 10-foot line, or to a 45-foot cone, or to a 30-foot radius sphere centered on you. Additionally, when you cast Lightning Bolt you can choose a number of creatures equal to your Intelligence bonus (minimum 1) to not be affected by the spell. |
Insulator | level 6+ | You gain resistance to lightning and thunder damage. Once per short or long rest, you can grant this resistance to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |
Conjurer | Conjure Elemental in your spellbook level 10+ | Conjure Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Conjure Elemental to conjure some type of air elemental as if using the highest spell slot available to you without using a spell slot. |
Summoner | Summon Elemental in your spellbook level 10+ | Summon Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Summon Elemental as if using the highest spell slot available to you without using a spell slot but must choose air as the element when you do so. |
Dominator | Dominate Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Additionally, air elementals have disadvantage on their Wisdom saving throws against this spell when cast by you. Once per long rest, you can cast Dominate Elemental as if using the highest spell slot available to you without using a spell slot, if the target of the spell is some type of air elemental. | |
Warder | Elemental Mastery Insulator level 14 | You gain immunity to your choice of lightning or thunder damage. Once per short or long rest, you can grant this immunity to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |