Aeberejen (5e Class)
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- 1 Aeberejen
- 1.1 Creating an Aeberejen
- 1.2 Class Features
- 1.2.1 Table: The Aeberejen
- 1.2.2 Round Creation
- 1.2.3 Tool Expertise
- 1.2.4 Arcanomechanical Armor
- 1.2.5 Infuse Magic
- 1.2.6 Ability Score Improvement
- 1.2.7 Superior Attunement
- 1.2.8 Indomitable
- 1.2.9 Project Beyond
- 1.2.10 Deeper Understanding
- 1.2.11 Impossible Flight
- 1.2.12 Legend
- 1.2.13 Ability Score Increase
- 1.3 College of Valor
- 1.4 Mobility Style
- 1.5 Aeberejen Spell List
- 1.6 Multiclassing
Creating an Aeberejen
- Quick Build
You can make an aeberejen quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Guild Artisan background.
As a Aeberejen you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: Simple Weapons
Tools: Vehicles (land)
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an explorer's pack or (b) a spear or (c) Splint
- (a) a hand puppet or (b) a quarterstaff or (c) a diplomat's pack
- (a) an alchemist pack or (b) dungeoneer's pack or (c) A simple weapon
- (a) dungeoneer's pack or (b) two daggers or (c) leather armor
- If you are using starting wealth, you have 4d4 x 10 in funds.
|3rd||+2||Aeberejen Subclass feature||4|
|4th||+2||Ability Score Improvement, Ability Score Improvement, Arcanomechanical Armor, Infuse Magic||4|
|5th||+3||Aeberejen Subclass feature||5|
|6th||+3||Aeberejen Subclass feature||2|
|7th||+3||Aeberejen Subclass feature, Superior Attunement||0|
|8th||+3||Ability Score Improvement, Ability Score Improvement||0|
|11th||+4||Aeberejen Subclass feature||10|
|12th||+4||Ability Score Improvement, Ability Score Improvement||4|
|14th||+5||Aeberejen Subclass feature||5|
|16th||+5||Ability Score Improvement, Ability Score Improvement||7|
|18th||+6||Aeberejen Subclass feature||0|
|19th||+6||Ability Score Improvement, Ability Score Improvement||0|
Beginning at 1st level, you can create simple full metal jacket rounds and magazines. At 6th level, you can create armor piercing, incendiary, and tracer rounds. At 14th level, you can combine up to two round types together. To create the aforementioned items you will require Tinker's Tools, spare metal, and gunpowder. To create these items, it will take 30 minutes and 5gp worth of materials for 6 standard rounds, 45 minutes and 10gp worth of materials for armor piercing, incendiary, and tracer rounds, and an hour and 15gp worth of materials for combined rounds or a standard magazine. An LMG magazine requires 1 and a half hours and 25gp worth of materials to create. Each standard magazine can hold up to 6 rounds. An LMG magazine can hold up to 30 rounds and can only be used for a light machine gun.
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.
Starting at 4th level, you can convert a suit of armor into arcanomechanical armor. The arcanomechanical armor uses the existing armor's game statistics. It has the following modifications:
It is a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. It weighs half as much a regular suit of armor of its type.
You can create a new suit of arcanomechanical armor at the end of a long rest by touching a nonmagical suit of armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical armor.
Starting at 4th level, you gain the ability to channel your aeberejen spells into objects for later use. When you cast an aeberejen spell with a casting time of 1 action, 1 bonus action, or 1 reaction, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
Any creature holding the item thereafter can use the casting time of the original spell (1 action, 1 bonus action, or 1 reaction) to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.
When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.
You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 6th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. Additionally, you may attune to an item that does not normally require attunement, such as a mundane weapon, piece of armor or item no larger than a 5ft cube. Any item attuned to in this way can be summoned into a space adjacent to you using an action. You may only use this ability once per short rest.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
When you reach level 10 in aeberejen you can temporarily disconnect from your physical body. At the beginning of your turn before taking any action you can use your movement to move your astral projection up to 30 feet away from your physical form in any direction. On successive turns, your astral form has 30 feet of movement and can move in any direction. Your astral can never move more than 30 feet away from your physical form and will be pulled as if it is on a rope if your physical form ever is moved more than 30 feet away. If your astral form is ever severed from your physical form while projecting this way it will instantly snap back to your body. Additionally, your astral form can return to your physical form at the end of any of your turns. Although, if your astral form takes any damage or gains a negative effect, the damage or effect is negated and it instantly returns to you.
At the 15th level, your Intelligence is permanently increased by 4 with a new potential maximum of 24.
At the 17th Level, your maneuverability and speed in the sky are unmatched. While using flying speed and/or hovering, you gain advantage on all Dexterity saving throws and Acrobatics skill checks you make.
At 20th level, you gain the endurance and power of legendary figures. Anytime you are below half your hit point maximum, unconscious, or dead for no more than 1 minute, you may instantly have your current hit points increase to half your maximum hit points and become conscious if you aren’t already. You must take a long rest before being able to do so again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
College of Valor
At 3rd level, choose two of your skill proficiencies or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- The Best Offence
Defense can make the best offense; or at least as far as you’re concerned. At 5th level, you are able to modify your shield (spending 25 gold) so that it is equipped with spikes. Now when you do a Shield Bash and it successfully hits, you add an additional 2d4 piercing damage to your damage roll.
You cannot modify your offhand shield, should you be dual-wielding shields, to gain this additional damage at this level.
- Battlemind's Demand
Beginning at 6th level, you can use a surge of telekinetic power to pull one enemy creature toward you within a 10 feet radius, forcing that enemy to fight you until the end of your next turn.
- Magical Physiology
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
- Unstoppable Force
Starting at 11th level, your base speed increases by 10ft and cannot be reduced while you are wearing armor by difficult terrain or spells. In addition, you are immune to the paralyzed and stunned conditions, and you have advantage on all Strength checks and saving throws against being knocked prone.
At 14th level, you have an overpoweringly intimidating presence. You gain proficiency in intimidation checks. If you already have proficiency, your proficiency bonus is doubled. Additionally, you may choose to make intimidation checks with Strength instead of Charisma.
Your mind is a tempest of blades. Starting at the 18th level, you may summon or command a Projection using a bonus action.
- Chosen Stone
Beginning at the 3rd level, the gemstone that gives you your runic magic has absorbed enough magical energy to grant you new features.
- Blink And You'll Miss It
Starting at 5th level, you may use your reaction and spend a blink charge to teleport out of harm's way when subjected to an area of effect spell that requires a Dexterity saving throw. On a failed save you take half damage, and on a successful save you avoid all damage and blink outside the area of effect. You must Blink to the closest edge of the area of effect or away from the source if the effect is centered on you.
Starting at 6th level, once per long rest, you can spend one spell slot as an attack action on your turn, voluntarily taking 10 piercing damage to teleport 30 feet in a direction of your choosing. A blade of crimson blood appears between your weapon and your previous position after teleporting. All creatures within this line must make a Dexterity saving throw or take 2d8 piercing damage for a 1st-level spell slot, plus 1d8 piercing damage for each spell level higher than 1st, to a maximum of 5d8 piercing damage in addition to the weapon's damage. Targets that succeed take half damage.
Use your spell save DC as your Dexterity saving throw DC.
- Stillness of mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Running Fling
At 11th level, you have become so agile that you can now throw with strong velocity. On your turn, if you have moved 10 feet or more and see an enemy within 10 feet, you can take an action to pounce at them, when you do that roll an athletics or acrobatics check of your choice at advantage and have your enemy do a single athletics check. If their roll is higher you fail to grab them and flee back 10 feet. If your roll is higher, you get to throw them 25 feet forward in any special fashion you want causing them to go prone and take 2d6 bludgeoning damage and if there is anyone in the way of the flying target they must succeed a 15 DC Dexterity saving throw to not take 1D8 bludgeoning damage and also go pron
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.
- Hunter's Pact
At the 14th level, you can make a pact with any God or named Daemon, and obtain +1 to any ability score of your choosing, at the cost of a random boon being asked in return. This boon may be a quest, a permanent penalty to another ability score, or a cost in material items. This pact cannot be broken, and your good/evil alignment can never travel more than one tier away from the alignment of your Pact Patron/
Making your pact with a celestial/Godly being will grant you the 'Heal' spell, able to be used once a day. Making your pact with a Daemonic being, however, will grant you the Harm spell, able to be used once per day. To recuperate your gained ability, you must pray/commune with the being in question and have a short rest. Making your pact will permanently adjust your moral rating one tier towards, respectively, good or evil. If you were good and made a demonic pact, you are now neutral, and vice versa.
Aeberejen Spell List
You know all of the spells on the basic Cleric spell list.
Prerequisites. To qualify for multiclassing into the aeberejen class, you must meet these prerequisites: You must receive a curse from a Fey or undergo Fey experimentation.
Proficiencies. When you multiclass into the aeberejen class, you gain the following proficiencies: Athletics or Intimidation, heavy armor, and martial weapons.