The Aeromancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Aeromancer
Core Fantasy: The Aeromancer is a Wisdom-based Breaker who shapes air into weapons and shields. They control pressure, gusts, and vacuums to crush, shove, and scatter enemies, while riding their own currents for fast movement and short bursts of flight. In Dungeon Break operations, they act as mobile field controllers for GGA fireteams, disrupting formations and turning messy fights into controlled air corridors where allies gain clear lines of fire and safe movement.
Level 1 Features
Storm-Breathed (Level 1)
Your body is adapted to thin air, sudden pressure shifts, and pulse-wind from Gates.
Rules:
You reduce all damage you take from falling by half.
You gain a flying speed equal to your walking speed.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Gale Routine (Level 1)
Your pressure bursts are drilled for precise impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals bludgeoning damage, you can add your Wisdom modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Slipstream Discipline (Level 3)
At E-Rank, you learn to run your air bursts around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals bludgeoning damage, you can choose a number of creatures you can see equal to your Wisdom modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
You can see normally through nonmagical fog, dust, or wind you create directly with your spells from this class. Those areas are not considered heavily obscured for you.
Level 7 Feature
D-Rank: Turbulence (Level 7)
At D-Rank, your hits leave behind unstable air that slows enemy movement.
Rules:
The first time on your turn that you deal bludgeoning damage to a creature with a spell from this class, the creature must make a strength saving throw against your spell save DC. On a failed save, the creature is moved 10 feet in a direction of your choice.
Level 10 Feature
C-Rank: Tailwind Momentum (Level 10)
At C-Rank, each enemy you drop feeds your stamina and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from bludgeoning damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Wisdom modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Pressure Field (Level 13)
At B-Rank, you can thin and shear the air in a zone to push damage through defenses and break focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius pressure field centered on that point that lasts for 1 minute.
The area is lightly obscured by shimmer and dust shift but does not block line of sight.
When a creature in the area takes bludgeoning damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to bludgeoning damage against that instance of damage.
In addition, when a creature in the area that you can see takes bludgeoning damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one pressure field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Current (Level 16)
At A-Rank, your presence changes how air and force interact with you and your targets.
Rules:
You have resistance to thunder damage.
When you deal bludgeoning damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to bludgeoning damage, your bludgeoning damage against that creature ignores that resistance. If a creature has immunity to bludgeoning damage, it instead takes half damage from your spells from this class that deal bludgeoning damage.
Level 20 Feature
S-Rank: Gatebreaker Tempest (Level 20)
At S-Rank, you become the center of a controlled storm that rewrites how air and impact work around a Gate.
Rules:
As an action, you enter a tempest state that lasts for 1 minute.
While this state lasts:
You have resistance to bludgeoning damage from weapon attacks.
The area within 10 feet of you is shearing wind for hostile creatures. Shearing wind is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals bludgeoning damage, you can choose one creature damaged by that spell. That creature takes extra bludgeoning damage equal to your Aeromancer level.
Your spells from this class that deal bludgeoning damage ignore resistance to bludgeoning damage, and creatures with immunity to bludgeoning damage instead take half damage from those spells.
The tempest state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.