Arcane Tradition: Skymage
Today's subclass makes use of the spell fly. Almost exclusively. I got the idea from an older Prestige Class: Sha'ir Skymage. Keep in mind, as you are reading this subclass, the Aerial Ace is also designed with Investiture of Wind in mind as well.
Arcane Tradition: Skymage Skymages may seem single-minded to other practitioners of magic, but a skymage would remark that being untethered from the ground opens up new perspectives. Where they may seem to lack in versatility, they make up for in mobility.
Bonus Proficiencies When you choose this Arcane Tradition at 2nd level, you gain proficiency in Athletics and Acrobatics. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Loosened Tethers Starting at 2nd level, you can lessen gravity’s pull on yourself and others. As a bonus action, you may touch a willing creature. For the next minute, it is under the effects of the jump and feather fall spells. Alternatively you can touch a thrown weapon, or a bundle of ammunition this way. For the next minute any ranged attack with it has its ranges doubled. You may use this feature twice before completing a short or long rest.
Aerial Ace At 6th level, you finally take off. You add fly to your spellbook if you don’t already know it and it always counts as prepared for you and does not count towards your number of prepared spells. While you are under the effect of fly or another spell that grants you a flying movement speed, you do not provoke opportunity attacks while moving with your fly speed and you may use a bonus action to take the Dash action to double your flying speed.
Quick Takeoff
Beginning at 10th level, you take to the sky at a moment’s notice. You may cast fly as a bonus action. On the turn that you cast fly this way, your flying speed is doubled. Held Aloft When you reach 14th level, as long as you maintain your focus, gravity has no hold on you. While you maintain your concentration on the fly spell, it does not have a limit to its duration. Additionally, if you cast a spell that requires your concentration while in the air, you may hover in place. As long as you do not move from that spot, and maintain your concentration on the spell, you stay suspended in the air. When the new spell’s duration runs out, or you willingly end your concentration on, you may resume concentration on fly.
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Art: Stormchaser Mage, Clint Cearley, Wizards of the Coast