Stridecaster (5e Class)

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Stridecaster[edit]

An elf takes out some unsuspecting guards with her longbow, as an army of giant spiders march forth from the forest.

A heavily armored dragonborn rides on the back of a young dragon, as the two of them fly up towards the sky castle.

A lone goblin emerges the shadows, and quickly turns from a laughing stock into a horror, by pulling an entire army seemingly out of thin air.

Finesse Fighters & Summoners[edit]

You'd be forgiven for thinking that a Rogue and a Stridecaster were one and the same thing: after all, they both are highly intelligent and sophisticated, cunning, ruthless, and most importantly, agile; but a Stridecaster is, in many ways, a tactician of a different variety, using a combination of skill and magic, in order to become a force to be reckoned with, whilst simultaneously becoming a force not to be underestimated. Albeit their summoning magic may seem weak when compared with other spellcasting abilities, a Stridecaster's greatest strength is in numbers: what initially seems like a feeble person, capable of only ranged and finesse combat, is suddenly brining about an army that will spell certain doom for their foes.

Aethermagical Skill Training[edit]

Through the discovery and use of aethermagic, a Stridecaster learns to tap into an alternative source of magic that is neither here, nor there, nor anywhere, and that can be pulled into existence by the powers that once were, the powers that currently are, and the powers that may become. Such an existence can even be brought under one's own control, albeit a limited control. Of course, doing so is not without its taxation on the body; hence, a Stridecaster must also hone their skills, so as to strengthen their summoning ability. Additionally, they learn the properties of the creatures they are trying to bring into existence, and learn how to replicate the behavior of other creatures, so that their summons may, in turn, mimic their surroundings in the wild. As such, neither is summoning an easy feat, nor is the path of a Stridecaster an easy one: it requires dedication to one's craft and learning simultaneously, because to falter in one is to make up for it with the other, and vice-versa.

Creating a Stridecaster[edit]

When creating a stridecaster, consider the series of events that made you take interest in both aethermagic and finesse combat training simultaneously. Were you interested in what nature had to offer, but couldn't be bothered to dedicate yourself to preserving it, instead choosing to learn a different way of acquiring nature's blessing? Is what interests you most not natural creatures, but unnatural ones that can only be summoned via advanced summoning magic? Were you on the path to becoming a criminal, but instead chose a different path, which in turn led you to the discovery of your true calling? Did you desire a profession pertaining to the dead and/or the macabre, but still wished to uphold a code of ethics that doesn't involve tampering with life and death, itself? Were you disgraced as a soldier, and forced to take to alternative methods of fighting, in order to catch up with a rival soldier?

Also consider what made you discover aethermagic in the first place. Did you study magic, and come across it by accident, or were you always interested in it from the very beginning? Did you happen across this pool of magic by accident whilst in combat, or whilst trying to perform a certain task? Were you taught to use summoning magic by a professional, who then took you in as their apprentice? Did you happen across an old book or scroll, detailing information that then got you interested in this profession? Did a loved one or someone close to you either die or vanish, causing you to learn this form of magic as a means of coping with and accepting their loss?

Quick Build

You can make a Stridecaster quickly by following these suggestions. First Intelligence should be your highest ability score, followed by Dexterity. Second, choose the sage background. Third, choose the following starting equipment options: a rapier and a shield, a set of leather armor, and an explorer's pack.

Class Features

As a Stridecaster you gain the following class features.

Hit Points

Hit Dice: 1d8 per Stridecaster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Stridecaster level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, blowguns, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, and whips
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Acrobatics, Animal Handling, Arcana, History, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, Sleight of Hand, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A longbow and a quiver with 20 arrows or (b) A heavy crossbow and a quiver with 20 crossbow bolts or (c) A rapier and a shield
  • (a) Leather armor or (b) Scale mail or (c) Chain mail (if proficient)
  • (a) An explorer's pack or (b) A scholar's pack
  • A net, a whip, a dagger, and an arcane focus
  • If you are using starting wealth, you have 6d4 x 8 GP in funds.

Table: The Stridecaster

Level Proficiency
Bonus
Summoning Pool Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Summoning Magic 2
2nd +2 2 Agile Combat Specialty 3
3rd +2 2 Heal Summons 4 2
4th +2 4 Ability Score Improvement 4 3
5th +3 4 Extra Attack 4 3 2
6th +3 4 Agile Combat Specialty feature 4 3 3
7th +3 4 Cure Ailment 4 3 3 1
8th +3 4 Ability Score Improvement 4 3 3 2
9th +4 4 Agile Combat Specialty feature 4 3 3 3 1
10th +4 6 Heal Summons 2 4 3 3 3 2
11th +4 6 Extra Attack 2 4 3 3 3 2 1
12th +4 6 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 Agile Combat Specialty feature 4 3 3 3 2 1 1
14th +5 6 Cure Ailment 2 4 3 3 3 2 1 1
15th +5 6 Heal Summons 3 4 3 3 3 2 1 1 1
16th +5 6 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 Agile Combat Specialty feature 4 3 3 3 2 1 1 1 1
18th +6 6 Cure Ailment 3 4 3 3 3 3 1 1 1 1
19th +6 6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 Extra Attack 3 4 3 3 3 3 2 2 1 1

Summoning Magic[edit]

Instead of traditional spellcasting, you are able to summon creatures that you may then use at your disposal. Your spell slots and your summoning pool (cantrips) alike determine how many different creatures you're capable of summoning in total.

In order to summon a creature, you must perform an Action by consuming either a spell slot, or 1 of your summoning pool. The Stridecaster table determines how many spell slots and summoning pool points you have at which character levels, with which you can cast your summons, and the Stridecaster bestiary list determines which creatures of what CR can be summoned. Both a summoned creature and any personal items that were in its possession when it was first summoned vanish into thin air, either when its hit points or your hit points reach 0, or after you have finished a short or long rest. A summoned creature does not need to rest, nor consume food nor drink, but may do so if prompted.

Summoning Pool

You are able to prepare a number of different CR 1/2 or lower summons in your list of cantrips, upwards of your summoning pool. At 1st level, you have a summoning pool of 2, which increases to 4 at 4th level, and again to 6 at 10th level.

As an action, you may consume 1 of your summoning pool to perform 1 of the following summons (generalized appearances with this action may vary):

  • one creature with a CR of 1/2.
  • up to two of the same exact creature with a CR of 1/4.
  • up to three of the same exact creature with a CR of 1/8.
  • up to four of the same exact creature with a CR of 0.

Consuming 1 of your summon pool does not remove the prepared summon from your list of cantrips. Once your summon pool reaches 0, you cannot summon another CR 1/2 or lower creature, until after you have completed a short or long rest. A short rest replenishes half of your maximum summoning pool, whereas a long rest replenishes your entire summoning pool.

How to Summon a Creature

The Stridecaster table shows how many spell slots you have to summon creatures with a CR of 1 or greater. To summon a creature, you must perform an Action, in which you expend a spell slot with a spell level greater than or equal to half of the creature's CR (rounded up). You regain all expended spell slots when you finish a long rest.

You prepare a list of creatures from your Stridecaster bestiary list into your list of prepared spells, which you can then summon. To do so, choose a number of different creatures less than or equal to your Intelligence modifier + your Stridecaster level (minimum of one creature). The creatures you wish to summon must have a CR less than or equal to twice the spell level of the spell slot you are using (rounded up). For every spell level higher than half of the CR a creature has (rounded up) that is expended as a spell slot to summon that creature, the number of creatures summoned by expending that higher level spell slot is increased equal to the difference between the half of creature’s CR (rounded up) and the spell level of spell slot expended.

For example, if you are a 3rd level Stridecaster, you have four 1st level, and two 2nd level spell slots, within which you can prepare four creatures with a CR of 1 or 2 and two creatures with a CR upwards of 4. With an Intelligence of 16, you are able to prepare up to six different creatures within your 1st and 2nd level spell slots. Summoning a creature with a CR of 1 or 2 within a 2nd spell level spell slot produces two of the same exact creature, instead of one of that creature, due to the difference between the spell level, and half of CR of that creature (rounded up) being equal to 1, and the standard number of creatures summoned also being 1. In basic mathematical terms, and in terms of this example, 1 base summon + 1 additional creature = 2 creatures total for 1 summon.

You can change your list of prepared summons when you finish a long rest. Preparing a new list of summons requires time spent reviewing manuscripts of creature lore: at least 1 minute, per spell level of the creature you're trying to replace another creature with on your list of prepared spells.

Arcane Focus

You may use an arcane focus as a spellcasting focus when performing a summon.

Agile Combat Specialty[edit]

When you reach 2nd level, you hone your skills in finesse combat to such a degree that you feel confident enough in all of them, to be able to choose a singular one to specialize in, which you may then combine with your aethermagic to produce the desired results. You may choose one of the following subclasses for this feature: Armored Assailant, Dualstrider, Magical Munitionist, Subterfugeant, or Winged Disciple.

Heal Summons[edit]

When you reach 3rd level, you have a healing pool upwards of your maximum hit points, plus your proficiency bonus per Stridecaster level, which you may then expend to recover the hit points of one or more summoned creatures under your control. You may restore the hit points of a summon(s) that you can see within 60 feet of you by subtracting a total amount from your healing pool, which may then be distributed as points among your summoned creatures within range and recover that many of their hit points, without exceeding their maximum hit points. Once your healing pool reaches 0, you cannot use this feature again until after you have completed a short or long rest. The completion of a short rest replenishes half of your maximum healing pool (rounded down), whereas the completion of a long rest replenishes your entire healing pool.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

When you reach 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Agile Combat Specialty feature[edit]

When you reach 6th level, your Agile Combat Specialty feature grants you additional features, based on your chosen subclass with this feature.

Cure Ailment[edit]

When you reach 7th level, you have a hit dice of 1d6, which refers to a number of summoned creatures under your control + your Intelligence modifier (minimum of one summoned creature), within a range of 60 feet of you, that you may choose to target with this feature: then, if the chosen creatures are afflicted with one or more condition(s), those conditions are removed from that/those creature(s) completely.

You may use this feature up to 2 times, before needing to complete a short or long rest. Completing a short rest replenishes 1 use of this feature, whereas completing a long rest replenishes 2 uses of this feature.

Agile Combat Specialty feature[edit]

When you reach 9th level, your Agile Combat Specialty feature grants you additional features, based on your chosen subclass with this feature.

Heal Summons 2[edit]

When you reach 10th level, your healing pool for your summoned creatures increases equal to your Intelligence modifier, per Stridecaster level. Additionally, the range for your Heal Summons feature increases from 60 feet to 90 feet with this feature.

Extra Attack 2[edit]

When you reach 11th level, you can attack thrice, instead of once, whenever you take the Attack action on your turn.

Agile Combat Specialty feature[edit]

When you reach 13th level, your Agile Combat Specialty feature grants you additional features, based on your chosen subclass with this feature.

Cure Ailment 2[edit]

When you reach 14th level, the hit dice for your cure ailment feature increases from 1d6 to 1d8, and the range of your cure ailment feature increases from 60 feet to 90 feet. Additionally, the maximum number of uses this feature has before needing to complete a short or long rest increases from 2 to 3; a long rest now replenishes 3 uses of this feature.

Heal Summons 3[edit]

When you reach 15th level, your healing pool for your summoned creatures increases equal to your Dexterity modifier, per Stridecaster level. Additionally, the range for your Heal Summons feature increases from 90 feet to 120 feet with this feature.

Agile Combat Specialty feature[edit]

When you reach 17th level, your Agile Combat Specialty feature grants you additional features, based on your chosen subclass with this feature.

Cure Ailment 3[edit]

When you reach 18th level, the hit dice for your cure ailment feature increases from 1d8 to 1d10, and the range of your cure ailment feature increases from 90 feet to 120 feet. Additionally, the maximum number of uses this feature has before needing to complete a short or long rest increases from 3 to 4; a short rest now replenishes 2 uses of this feature, whereas a long rest now replenishes 4 uses of this feature.

Extra Attack 3[edit]

When you reach 20th level, you can attack four times, instead of once, whenever you take the Attack action on your turn.

Agile Combat Specialty[edit]

Starting at 2nd level, you have chosen an agile combat specialty that will affect what subclass features you get at 2nd, 6th, 9th, 13th, and 17th levels. You may choose one of the following subclasses for this feature: Armored Assailant, Dualstrider, Magical Munitionist, Subterfugeant, or Winged Disciple.

Armored Assailant[edit]

As the namesake would imply, an Armored Assailant places more emphasis on defense than on offense, instead propping up the pre-existing framework of the Stridecaster, and applying defensive bonuses and combat tactics to shields and armor, including an acquired proficiency for heavy armor. Consequently, choosing this agile combat specialty will make you extremely proficient with defensive combat and survival tactics, but will make you extremely inefficient with offensive combat and subterfuge.

Heavy Armor Proficiency

Starting at 2nd level, you become proficient with all armor, including heavy armor. Additionally, your Strength Ability Score is increased by 1, with this feature.

Stealth Armor

When you reach 6th level, wearing medium or heavy armor does not result in a stealth disadvantage. Additionally, you have advantages on all stealth checks and stealth saving throws made when wearing either light or no armor.

Shield Block

When you reach 9th level, as a reaction to an Attack that would deal either bludgeoning, piercing, or slashing damage to you or a creature within 5 feet of you, you may attempt to block that attack with your shield, by performing a Dexterity saving throw, and applying your Dexterity modifier + your shield's AC bonus to that saving throw. Upon a successful save, the Attack automatically misses.

Bonus Armor

When you reach 13th level, you may apply your Dexterity bonus to your armor, regardless of what armor, if any, you are wearing. Additionally, while you are wearing either light or no armor, your base Armor Class becomes 13 + your Dexterity modifier.

Finesse Strikes

When you reach 17th level, you gain mastery over your finesse strikes. Whenever you apply your Dexterity modifier to your Attack with either a finesse or a ranged weapon, you may also apply half of your proficiency bonus to your hit and damage rolls with that same Attack.

Dualstrider[edit]

Borrowed from a bygone era, a Dualstrider's main focus is on dual-wielding, using finesse melee weapons. As such, choosing this agile combat specialty will see you placing emphasis on your combat effectiveness with two-weapon fighting, rather than with a weapon and a shield. This subclass uses features that apply only towards melee weapons, and thus by choosing this subclass, you are limited in terms of overall combat effectiveness, but can become extremely effective in terms of melee combat.

Two-Weapon Fighting

Starting at 2nd level, you learn how to use two finesse weapons at once in combat, effectively. Whenever you perform an Attack action with your primary weapon during each of your combat turns, you may, as a bonus action, perform a secondary attack with a secondary weapon of your choice, and apply finesse to your hit and damage rolls with that weapon.

Two-Weapon Parry

When you reach 6th level, you may attempt to block a melee attack or a spell as a reaction, using two of the same exact 1d6 or higher damage finesse melee weapon. To perform this feature as a reaction, you must succeed a Dexterity Saving Throw with a DC equal to the hit dice result of that Attack or spell, after applying the appropriate hit modifiers. Upon a successful save, that Attack or spell automatically misses, regardless of whether or not it exceeds your AC.

Evasive Maneuvers

When you reach 9th level, while you are using two of the same exact finesse weapon, your Armor Class is increased by +1. Additionally, you may attempt to evade a ranged attack as a reaction. To perform this feature as a reaction, you must succeed an Acrobatics Saving Throw with a DC equal to the hit dice result of that ranged attack. Upon a successful save, that ranged attack automatically misses.

At higher levels. Your Armor Class bonus while using two of the same exact finesse weapon increases to the following at the following Stridecaster levels: from +1 to +2 at 13th level, and from +2 to +3 at 17th level.

Two-Weapon Riposte

When you reach 13th level, upon a successful save, using the Two-Weapon Parry feature, you may attempt to perform a riposte against that creature. To perform a riposte as a reaction, you must attempt to roll to hit, applying your Dexterity modifier as a hit bonus. Upon a successful hit, the amount of damage you would have taken from that Attack or spell, as well as any effects that would have been applied to you as a result of a successful hit, instead applies to that creature.

Two-Weapon Counterstrike

When you reach 17th level, if an Attack or spell misses, you may attempt to perform a counterstrike on a melee-range creature, regardless of whether or not they were the one who targeted you with said Attack or spell. To perform this feature as a bonus action, you must roll to hit that creature. Upon a successful hit, you deal weapon damage equal to two of your finesse weapons simultaneously + twice your Dexterity modifier.

Magical Munitionist[edit]

A Magical Munitionist places emphasis on enhancing your ammunition, rather than on a particular weapon-type, using the powers of Aethermagic to do so. As such, choosing this agile combat specialty grants you greater control over your ranged weapon attacks, whilst also enabling you to replace your base piercing damage with elemental attacks. Choosing this subclass makes you more effective with ranged attacks, and thus does nothing for your melee combat effectiveness.

Arcane Projectiles

Starting at 2nd level, you are able to infuse your ammunition with some basic Aethermagic, strengthening their overall effectiveness in combat. As an Action, you are able to choose 1 type of ammunition you are currently using, and roll a d6. Then, depending upon the roll result, the chosen ammunition grants you a bonus to your hit and damage rolls equal to one of the following:

  • 1 or 2 = +1 bonus
  • 3 or 4 = +2 bonus
  • 5 or 6 = +3 bonus

This feature's bonuses are not stackable, and dissipate after 1d4 + your Intelligence modifier number of combat turns, 2 hours, or after completing a short or long rest.

At higher levels. The duration of this feature increases to the following at the following Stridecaster levels:

  • 3 hours or 1d6 + your Intelligence modifier number of combat turns, at 6th level.
  • 4 hours or 1d8 + your Intelligence modifier number of combat turns, at 9th level.
  • 5 hours or 1d10 + your Intelligence modifier number of combat turns, at 13th level.
  • 6 hours or 2d6 + your Intelligence modifier number of combat turns, at 17th level.
Holy/Unholy Projectiles

When you reach 6th level, you may, as a bonus action, infuse up to 20 of your ammunition (or 50 blowgun needles) with either holy or unholy energy, replacing the physical damage-type of your ammunition with either necrotic or radiant damage. Firing off either holy or unholy ammunition with a ranged weapon replaces the damage-type of that weapon with the damage-type of your ammunition.

Upon a successful hit with either holy or unholy ammunition, one of the following effects applies:

  • Necrotic Damage: A creature hit with unholy ammunition is unable to restore their hit points nor the hit points of another creature, until they succeed a Wisdom saving throw with a DC equal to your Intelligence modifier + your proficiency bonus + 8.
  • Radiant Damage: Instead of dealing damage to a creature hit with holy ammunition, you may restore that creature's hit points, and remove 1 condition they are currently afflicted with, if applicable.

Once you use this feature, you cannot do so again, until after you have completed a short or long rest.

Draconic Projectiles

When you reach 9th level, you may, as a bonus action, infuse up to 20 of your ammunition (or 50 blowgun needles) with your choice of one of the following draconic elements: acid, cold, fire, lightning, or poison. The infused ammunition damage-type becomes that of the chosen draconic element, and replaces the damage-type when using a ranged weapon with the damage-type of that ammunition. Ammunition infused with a draconic element has an applied hit and damage bonus equal to your Intelligence modifier.

Once you use this feature, you cannot do so again, until after you have completed a short or long rest.

Create Munitions

When you reach 13th level, you may, as an action, produce 1 each of the following ammunition types:

  • 40 arrows
  • 40 bolts
  • 100 blowgun needles
  • 40 sling bullets

Once you use this feature, you cannot do so again, until after you have completed a short or long rest.

Hail of Projectiles

When you reach 17th level, you may, as a bonus action, convert a single projectile into multiple projectiles at once, attempting to hit all creatures within a 15-foot radius of the targeted creature, in addition to the targeted creature, itself. Each affected creature other than the targeted creature is treated as 1 roll to hit, applying your Intelligence modifier, instead of your Dexterity modifier, for your hit and damage rolls with each affected creature.

Upon a successfull hit, each creature takes piercing damage equal to the hit dice of the ranged weapon used to fire that projectile at the original creature.

Once you use this feature, you cannot do so again, until after you have completed a short or long rest.

Subterfugeant[edit]

As the namesake would suggest, a subterfugeant places the majority of their emphasis on sneaking up on creatures, and performing sneak attacks on them for massive amounts of damage, but also focuses on stealth-based features outside of combat. As such, choosing this subclass will place you mostly within the shadows, with a focus on stealth-based combat, and subterfuge. Naturally, this subclass focuses on getting the drop on your opponent, and thus makes you highly effective with burst damage, but highly ineffective in longer-term combat.

Thieves' Infiltration

Starting at 2nd level, you become proficient with thieves' tools, and you learn how to speak, read, and write in thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Expertise

When you reach 6th level, you are able to select a number of skills and tools proficiencies you are proficient with, equal to your proficiency bonus, and apply this feature to those skill and tools proficiencies. Whenever you make a skill check or a check with said tools proficiency, your proficiency bonus with those skills or tools is doubled.

Additionally, when you reach 6th, 9th, 13th, and 17th levels, you may choose one of the following tools to become proficient with: a disguise kit, a forgery kit, a poisoner's kit, or a gaming set.

Shadow Strike

When you reach 9th level, if you Attack a creature that cannot see you, and successfully hit that creature, you may increase the weapon damage for the weapon you used to make that attack roll by 1d6 + your Dexterity modifier for your damage roll, using this feature. At higher levels, the hit dice for this feature increases by the following at the following levels: from 1d6 to 1d8 at 13th level, and from 1d8 to 1d10 at 17th level.

Nine Lives

When you reach 13th level, you are able to use nearby walls or objects to slow down your descent, and reduce your falling damage. If you are falling near some walls or objects, by performing an Acrobatics check successfully, you are able to bounce off of those surfaces, replacing your overall falling damage with an amount based on the distance between the wall or object you last bounced off of and the ground. Additionally, with this feature, you are resistant to falling damage overall.

At 17th level, when using the Nine Lives feature, you become immune to all falling damage, instead.

Dagger Behind Your Back

When you reach 17th level, if you Attack a creature that cannot see you, using a dagger as a weapon to do so, you gain a hit and damage bonus equal to your Dexterity modifier + your proficiency bonus (minimum 1 damage increase).

Winged Disciple[edit]

A winged disciple, albeit a straightforward path, is a mildly deceptive one; whilst a winged disciple earns the ability to use a pair of celestial wings as a result of their devotion to a particular deity or pantheon, these wings vary in their overall appearance and composition, making for a diverse, yet utilitarian approach to your agile combat. What this subclass lacks in offensive combat capabilities, however, they more than make up for, with their shared ability to support their summons and allies alike, with help from an ethereal source. This path is recommended only for players with abnormally high Wisdom as one of their ability scores.

Heal Ally

Starting at 2nd level, you have a healing pool equal to half of your maximum hit points (rounded down). This healing pool is treated as separate from the healing pool you receive from your Heal Summons feature, when you reach 3rd level. An an Action, you may choose a creature that you can see within 30 feet of you that isn't a summoned creature: then, you may restore that creature's hit points equal to the amount subtracted from this feature's healing pool. Once the healing pool for this feature drops to 0, you may not use this feature again, until after you have completed a short or long rest. Whereas a short rest replenishes half of your maximum healing pool (rounded up), a long rest replenishes your entire healing pool.

At higher levels. Your healing pool for this feature increases to the following, when you reach the following stridecaster levels: from half of your maximum hit points (rounded up) to three-quarters of your maximum hit points (rounded up), when you reach 9th level, and from three-quarters of your maximum hit points (rounded up) to your entire maximum hit points, when you reach 17th level. Additionally, with each additional Winged Disciple feature you get, the range for this feature increases: from 30 feet to 45 feet at 6th level, from 45 feet to 60 feet at 9th level, from 60 feet to 75 feet at 13th level, and from 75 feet to 90 feet at 17th level.

Goodberry (feature)

When you reach 6th level, you learn how to cast the 1st level spell Goodberry, by applying your Wisdom as your spellcasting ability for this spell. This spell does not count towards your list of prepared spells. Additionally, you may cast this spell by using a holy symbol as your spellcasting focus. Once you cast this spell, you may not do so again, until after you have completed a long rest.

Blessed Weapon

When you reach 9th level, you learn how to bless your weapon with immense power, increasing its potency in combat. As a bonus action, you may choose 1 ranged or finesse weapon you are currently using: during the next Attack action you make using that weapon, you may apply a bonus to your hit and damage rolls, equal to your Wisdom modifier (minimum of 1 damage for your damage roll).

At higher levels. When you reach 17th level, as an additional bonus action, you may turn your weapon attack into a spellcasting ability, by applying your Wisdom for your hit and damage rolls instead of your Dexterity, replacing the physical damage-type of your weapon attack with radiant damage for that weapon attack only, and by forcing creatures within a 15-foot radius of the targeted creature to make Wisdom saving throws. Upon a successful save, an affected creature receives half as much radiant damage as would the targeted creature (rounded down). Upon a failed save, an affected creature receives the entire amount of radiant damage from your damage roll to the targeted creature.

Celestial Wings

When you reach 13th level, as an action, you may either sprout or stow a pair of celestial wings, the form of which takes after those of your chosen deity or pantheon. These celestial wings grant you a flying speed, equal to your walking speed. If these wings are stowed either mid-air or mid-flight, you lose your flying speed, and instead fall to the ground.

Divine Immortality

When you reach 17th level, instead of making a death saving throw, you may restore yourself to your maximum hit points instantaneously with this feature. Once you use this feature, you may not do so again, until after you have completed a long rest. Additionally, your average lifespan is tripled, as a result of this feature.

Stridecaster Bestiary List[edit]

You know how to summon the following creatures and additional creatures based on your subclass and your Stridecaster level. You may refer to the following bestiary, when preparing your summoned creatures in your list of prepared spells and cantrips (summon pool).

CR 1/2 or lower
  • CR 0: Awakened Shrub, Baboon, Badger, Bat, Cat, Commoner, Crab, Eagle, Frog, Giant Fire Beetle, Goat, Hawk, Homunculus, Hyena, Jackal, Lemure, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Shrieker, Spider, Vulture, Weasel
  • CR 1/8: Bandit, Blood Hawk, Camel, Cultist, Flying Snake, Giant Crab, Giant Rat, Giant Rat (diseased), Giant Weasel, Guard, Kobold, Mastiff, Mule, Noble, Poisonous Snake, Pony, Stirge, Tribal Warrior
  • CR 1/4: Acolyte, Axe Beak, Blink Dog, Boar, Constrictor Snake, Draft Horse, Dretch, Elk, Flying Sword, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Pseudodragon, Riding Horse, Skeleton, Sprite, Steam Mephit, Violet Fungus, Wolf, Zombie
  • CR 1/2: Ape, Black Bear, Cockatrice, Crocodile, Darkmantle, Dust Mephit, Giant Goat, Giant Sea Horse, Giant Wasp, Gnoll, Gray Ooze, Ice Mephit, Magma Mephit, Magmin, Reef Shark, Rust Monster, Satyr, Scout, Shadow, Thug, Warhorse, Warhorse Skeleton, Worg
1st Spell Level
  • CR 1: Animated Armor, Brass Dragon Wyrmling, Brown Bear, Copper Dragon Wyrmling, Death Dog, Dire Wolf, Dryad, Ghoul, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Harpy, Hippogriff, Imp, Quasit, Specter, Spy, Swarm of Quippers, Tiger
  • CR 2: Arkheg, Awakened Tree, Azer, Bandit Captain, Berserker, Black Dragon Wyrmling, Bronze Dragon Wyrmling, Cult Fanatic, Druid, Ettercap, Gargoyle, Gelatinous Cube, Ghast, Giant Boar, Giant Constrictor Snake, Giant Elk, Gibbering Mouther, Green Dragon Wyrmling, Grick, Griffon, Hunter Shark, Merrow, Mimic, Minotaur Skeleton, Ochre Jelly, Ogre Zombie, Pegasus, Plesiosaurus, Polar Bear, Priest, Rhinoceros, Rug of Smothering, Saber-Toothed Tiger, Sea Hag, Silver Dragon Wyrmling, Wererat, White Dragon Wyrmling, Will-o'-Wisp
2nd Spell Level
  • CR 3: Basilisk, Bearded Devil, Blue Dragon Wyrmling, Doppelganger, Giant Scorpion, Gold Dragon Wyrmling, Green Hag, Hell Hound, Killer Whale, Knight, Manticore, Mummy, Nightmare, Owlbear, Phase Spider, Veteran, Werewolf, Wight, Winter Wolf
  • CR 4: Black Pudding, Chuul, Couatl, Elephant, Ettin, Ghost, Lamia, Red Dragon Wyrmling, Succubus/Incubus, Wereboar, Weretiger
3rd Spell Level
  • CR 5: Air Elemental, Barbed Devil, Bulette, Earth Elemental, Fire Elemental, Flesh Golem, Giant Crocodile, Giant Shark, Gladiator, Gorgon, Night Hag, Otyugh, Roper, Salamander, Shambling Mound, Triceratops, Unicorn, Water Elemental, Werebear, Wraith, Xorn
  • CR 6: Chimera, Drider, Invisible Stalker, Mage, Mammoth, Medusa, Vrock, Wyvern, Young Brass Dragon, Young White Dragon
4th Spell Level
  • CR 7: Giant Ape, Oni, Shield Guardian, Stone Giant, Young Black Dragon, Young Copper Dragon
  • CR 8: Assassin, Cloaker, Hezrou, Hydra, Spirit Naga, Tyrannosaurus Rex, Young Bronze Dragon, Young Green Dragon
5th Spell Level
  • CR 9: Clay Golem, Cloud Giant, Fire Giant, Glabrezu, Treant, Young Blue Dragon, Young Silver Dragon
  • CR 10: Aboleth, Deva, Guardian Naga, Stone Golem, Young Gold Dragon, or Young Red Dragon
6th Spell Level
  • CR 11: Behir, Chain Devil, Djinni, Efreeti, Gynosphinx, Horned Devil, Remorhaz, Roc
  • CR 12: Archmage, Bone Devil, Erinyes
7th Spell Level
  • CR 13: Adult Brass Dragon, Adult White Dragon, Nafleshnee, Rakshasa, Storm Giant, Vampire
  • CR 14: Adult Black Dragon, Adult Copper Dragon, Ice Devil
8th Spell Level
  • CR 15: Adult Bronze Dragon, Adult Green Dragon, Mummy Lord, Purple Worm
  • CR 16: Adult Blue Dragon, Adult Silver Dragon, Iron Golem, Marilith, Planetar
9th Spell Level
  • CR 17: Adult Gold Dragon, Adult Red Dragon, Androsphinx, Dragon Turtle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the aethercaster class, you must meet these prerequisites: either a Dexterity or an Intelligence of 13 or higher.

Proficiencies. When you multiclass into the aethercaster class, you gain the following skill proficiencies: Choose 3 from Acrobatics, Animal Handling, Arcana, History, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, Sleight of Hand, Stealth, or Survival

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