Aetherdancer (5e Subclass)
Aetherdancer[edit]
Wizard Subclass
Most wizards are known as masters of the arcane, but only true few manage to master the capability of turning magic into physical form, Aether. You have not only wrestled this art under your submission but have mastered it.
- Aetherial Magic
Starting at 2nd level, you become a master in the use of aetherial weapons. You gain proficiency with simple weapons. In addition, whenever you make an attack with a simple magical melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for attacks and damage rolls.
You gain proficiency in light armor.
- Aetherdance
Starting at 2nd level, you can enter into a state of intense focus as a bonus action, creating aetherial weapons around you and causing them to attack nearby enemies. The number of weapons you can create is equal to half of your wizard level (rounded down). When you make a weapon attack with these weapons, you roll once for the entire group. The attack modifier used is Intelligence + proficiency bonus. When you successfully hit with this, you deal damage equal to a number of d4 of force damage equal to the amount of weapons created. This damage increases to d6 at level 9, and d8 at level 17.
You can create any weapon that is capable of being held in one hand, it does not effect the damage of this ability. This state of focus lasts for 1 minute, or until unconscious. Upon exiting this state, you experience a state of extreme torpor, imposing disadvantage on all saving throws and attack rolls you make for 1 minute after leaving this state. If the state is ended early, make a DC 20 Constitution saving throw to avoid this torpor (the DC lowers by 1 for every round early it was ended). While this state is active, you can use the weapons as a spellcasting focus. You must complete a short or long rest before you can use this feature again.
- Dancing Blades
Also at 2nd level, you gain the ability to defend yourself using these weapons, granting a bonus to your AC equal to one-third of the number of blades created, rounded down while you are in Aetherdance. You also gain the following benefits:
- You can use your Action to make melee spell attacks with these weapons against creatures within 10 feet, however, the damage dealt by the weapons is halved.
- You can expend a spell slot to deal additional damage per weapon equal to your Proficiency Bonus. You must announce your intention to do this prior to attacking.
- You can expend a spell slot to change the damage type to acid, cold, fire, lightning, radiant or thunder. You must announce your intention to do this prior to attacking.
You can use any of these additional effects (aside from the AC increase) a number of times equal to your proficiency bonus, and regain your uses when you finish a long rest.
- Adept Dance
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
The aetherial weapons you summon are considered +1. This increases to +2 at level 9, and +3 at level 15.
- Aether Storm
At 10th level, you gain the ability to create a field of dancing blades. While Aetherdance is active, whenever a hostile creature enters a space within 5 feet of you, you can use your reaction to make a weapon attack against them with your weapons.
Also, as a bonus action, you can choose a number of your aetherial weapons to travel in a cloud away from you, up to 40 feet from you. This cloud has the same properties as the "Cloud of Daggers" spell, but replacing the damage with the number of weapons you selected times their relevant damage die. This removes these from your weapons you can use in your Aetherdance melee attack, and reduces your AC if applicable. You can use a bonus action to recall these back into your main dance.
- Aetherial Dervish
At 14th level, you can unleash your weapons towards enemies surrounding you. When you make a melee attack with Aetherdance, you can instead choose to whirl all the weapons to target all creatures in a 5 foot radius around you. You must make a separate attack roll for each target. This will not exclude allies.
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