User:YordLord/Aetherstrider (5e Class)

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Aetherstrider[edit]

A goblin stands alone against an army that ridicules them; but within a flash of light, they transform theirself into a formidable gargantuan foe.

An elf pierces the sleeping guards with her shortbow, whilst a band of poisonous spiders slowly but surely take out their commanding officers in the darkness.

A minotaur raises his quarterstaff, and calls before him a mighty dragon; together, they ascend into the Heavens, and approach the sky castle's front gate.

Practitioners of Aethermagic

Aethermagic is a recently discovered form of magic that pulls creature vessels from alternative realities, and implants them into the common world. Either an Aetherstrider can imbue the vessel with magic, and place it solely under their control, or they can assume the form of said vessel for theirself (one vessel at a time only), as well as its strengths and weaknesses. In either case, practitioners of Aethermagic must not only learn diligently how to control these vessels, but must also train their minds extensively in order to retain their focus, and hone these chaotic energies from alternative realities for oneself. As such, Aethermagic is practically adjacent to ordinary magic in every which way, except in terms of how it is used.

Legionares of the Arcane

A skilled Aetherstrider can, either in a dire situation, or in preparation for such an event, produce not only a wide swath of creature vessels from beyond the Aether, but can also weave them into a formidable force by their own right, and ultimately under the absolute control of their summoner. In order to use this ability effectively, Aetherstriders study bestiaries, compendiums, and other associated scrolls and tomes, so as to summon a wide variety of different combatants for a wide variety of different combat positions and situations. Additionally, at higher levels, Aetherstriders are able to create brand new creatures seemingly out of thin air, which can in a pinch assist them in a wide variety of different situations, such as increasing or decreasing the "luck" of certain creatures.

Creating an Aetherstrider[edit]

When creating an Aetherstrider, consider what made you diverge from traditional magic systems, and instead focus on learning Aethermagic, and honing your focus magicks. Did you learn how to use Aethermagic, because you were inspired by stories of old, or were you uniquely fascinated in this one branch of magic, and the potential it had to summon creatures into existence that could be brought under your control? Were you innately gifted in Aethermagic, or did you become a savant thereof, by your own effort and determination? Did other forms of magic interest you less, because they didn't provide you with enough material benefits, or because you wanted a more direct approach to the problems you wanted resolved? Do you find it difficult to make friends, or are you overwhelmed by your social status, and thus seek comfort and refuge in the solitude of your own creation? Are you looking to study known creatures of the world by alternative means, or are you curious as to what creatures beyond one's own imagining would look like, if they actually existed?

Whatever your reasons, you have decided to forego traditional magic, in favor of Aethermagic, with the ultimate goal of having absolute control over the perfect militia of your own making, and by your own standards.

Quick Build

You can make an Aetherstrider quickly by following these suggestions. First, Intelligence and Charisma should be your two highest ability scores (they should be about even). Second, choose the sage background. Third, choose the following starting equipment options for your character: a shortbow and a quiver of 20 arrows, a scholar's pack, an arcane focus, and five javelins.

Class Features

As a Aetherstrider you gain the following class features.

Hit Points

Hit Dice: 1d6 per Aetherstrider level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Aetherstrider level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: A musical instrument or a set of artisan's tools of your choice.
Saving Throws: Intelligence, Charisma
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Religion, or Survival

Equipment

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

  • (a) A shortbow and a quiver of 20 arrows or (b) A light crossbow and quiver of 20 bolts
  • (a) An explorer's pack or (b) A priest's pack or (c) A scholar's pack
  • (a) An arcane focus or (b) A holy symbol or (c) A druidic focus
  • (a) Five Javelins or (b) Any two simple melee weapons of your choice
  • A musical instrument or set of artisan's tools of your choice.
  • If you are using starting wealth, you have 4d4 x 8 + 5 GP in funds.

Table: The Aetherstrider

Level Proficiency
Bonus
Aetherpool (minor) Vessel Range Aetherpurity Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 30 feet - Aethermagic 2
2nd +2 2 30 feet - Aetherestoration 3
3rd +2 2 30 feet - Aetherdiscipline 4 2
4th +2 4 30 feet - Ability Score Improvement 4 3
5th +3 4 30 feet 1d6 Aetherpurity 4 3 2
6th +3 4 60 feet 1d6 Aetherdiscipline feature 4 3 3
7th +3 4 60 feet 1d6 Aetherfortune Fairy 4 3 3 1
8th +3 4 60 feet 1d6 Ability Score Improvement 4 3 3 2
9th +4 4 60 feet 1d6 Aetherdiscipline feature 4 3 3 3 1
10th +4 6 60 feet 1d8 Aetherpurity 2 4 3 3 3 2
11th +4 6 90 feet 1d8 Aetherestoration 2 4 3 3 3 2 1
12th +4 6 90 feet 1d8 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 90 feet 1d8 Aetherhex Fiend 4 3 3 3 2 1 1
14th +5 6 90 feet 1d8 Aetherdiscipline feature 4 3 3 3 2 1 1
15th +5 6 90 feet 1d10 Aetherpurity 3 4 3 3 3 2 1 1 1
16th +5 6 120 feet 1d10 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 120 feet 1d10 Aetherdiscipline feature 4 3 3 3 2 1 1 1 1
18th +6 6 120 feet 1d10 Aetherestoration 3 4 3 3 3 3 1 1 1 1
19th +6 6 120 feet 1d10 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 120 feet 1d10 Final Form 4 3 3 3 3 2 2 1 1

Aethermagic[edit]

Instead of traditional spellcasting, you possess an Aetherpool, which determines the maximum CR of aethercreatures you are not only able to summon, but also assume the shape and form of for yourself; additionally, your Aetherpool determines the quantity of lower CR aethercreatures you are able to produce at a single time, of identical, yet variant quality. Your spell slots and your Aetherpool (minor) (cantrips) alike determine how many different aethercreatures you're capable of summoning in total.

In order to summon an aethercreature, you must perform an Action by consuming either a spell slot, or 1 of your Aetherpool (minor). The Aetherstrider table determines how many spell slots and Aetherpool (minor) points you have at which Aetherstrider levels, with which you can summon aethercreatures, and the Aetherstrider bestiary list determines which aethercreatures of what CR can be summoned at which spell levels. Both a summoned aethercreature and any personal items that were in its possession when it was first summoned vanish into thin air, and the summoned aethercreature is dispelled, either when its hit points or your hit points reach 0, or upon taking a long rest. Aethercreatures do not need to rest, nor do they need to consume food nor drink, but they may do so if prompted by their Aetherstrider.

Aetherbreach

An Aetherbreach allows for you to assume the form of an aethercreature you have prepared in your list of prepared spells, but does not consume any of your spell slots. You may perform this once, either as an Action or a reaction, and replenish its use after you have completed a long rest. Whilst you assume the form of an aethercreature, you possess all of its ability scores, classifications (i.e., size, creature-type), and features separate from your own, and gain temporary Hit Points equal to its maximum Hit Points, but you retain your own mannerisms and consciousness. However, any status or condition inflicted upon a creature as a result of this form is only temporary, and is removed the moment you return to your original form. Additionally, you may only assume an aethercreature form, in a given space where a creature of the same size would normally fit and stand.

For example, you may not assume the form of a large creature, within a medium-sized or smaller space; additionally, the ground underneath where your aetherbreached form stands must be stable enough to withstand the weight of your assumed creature, otherwise that form cannot be assumed. If your aetherbreached form is classified as an undead creature or a construct, that creature (or construct) assumes the penalties and drawbacks of its secondary classification, as well as any benefits, thereof.

In combat, your aethercreature form's ability scores and Armor Class are applied whenever you are Attacked, a spell is cast on you, or a feature is used against you. Your aethercreature form is dispelled, losing their ability scores, features, and classifications, and returning you to your original form, either once your temporary Hit Points reach 0, or upon taking a short or long rest.

Aetherpool (minor)

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

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

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

Consuming 1 of your Aetherpool (minor) does not remove the aethercreature from your list of cantrips. Once your Aetherpool (minor) reaches 0 points, you cannot summon another CR 1/2 or lower aethercreature, until after you have completed a long rest. A long rest replenishes your entire aetherpool (minor).

How to Summon an Aethercreature

The Aetherstrider Table shows how many spell slots you have to summon aethercreatures with a CR of 1 or greater. To summon an aethercreature, you must first choose an area that is within your Vessel Range, the number of feet for which is shown in the Aetherstrider Table; the aethercreature that you wish to summon must then have a size less than or equal to the chosen area you wish to summon them in. Then, you must perform the summon as an Action, in which you expend a spell slot with a spell level greater than or equal to half of the aethercreature's CR (rounded up). You regain all expended spell slots when you finish a long rest.

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

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

You can change your list of aethercreatures in your prepared spells list and cantrips alike when you finish a long rest. Preparing a new list of aethercreatures requires time spent reviewing manuscripts of creature lore: at least 1 minute, per spell level of the aethercreature you're trying to replace with another aethercreature on your list of prepared spells; the default time spent for preparing a new aethercreature in your cantrips is 1 minute.

At higher levels. The Aetherstrider Table shows the levels at which your Vessel Range, or the maximum distance from which you are able to summon an aethercreature increases: namely, from 30 feet to 60 feet at 6th level; from 60 feet to 90 feet at 11th level, and from 90 feet to 120 feet at 16th level.

Conditions and Status Effects

If a summoned aethercreature possesses a status effect or condition that may be inflicted onto another creature, as a result of one of the aethercreature's features, this status effect or condition can be removed normally, but is automatically removed from the creature, once the original summoned aethercreature is dispelled, causing itself and any personal belongings it had when it was first summoned to vanish into thin air.

Aethermagical Focus

When performing either an aethercreature summon or an Aetherbreach, you may use one of the following as an Aethermagical Focus for your spellcasting ability:

Aetherestoration[edit]

When you reach 2nd level, you have a health pool equal to your maximum hit points + your proficiency bonus per Aetherstrider level. As an Action, you may choose a number of your summoned aethercreatures within 60 feet of you that you can see, upwards of your proficiency bonus + your Intelligence modifier + your Charisma modifier (minimum one aethercreature): restore the hit points of each creature equal to an amount you want subtracted from your health pool (at least 1). Once your health pool reaches 0 with this feature, you may not use this feature again, until after you have finished a long rest. A long rest replenishes your entire health pool.

At higher levels, when you reach 11th level, your health pool for this feature increases equal to your Intelligence modifier per Aetherstrider level, and the range for this feature increases from 60 feet to 90 feet. When you reach 18th level, your health pool for this feature increases equal to your Charisma modifier per Aetherstrider level, and the range for this feature increases from 90 feet to 120 feet.

Aetherdiscipline[edit]

When you reach 3rd level, your study of Aethermagic branches off, and becomes an Aetherdiscipline. You may choose one of the following aetherdisciplines to focus on, for which you will be granted features at 3rd and higher levels: Aether Trainer, Blood Sacrifice, Dark Dealings, Divine Channel, Dragon's Might, Elements of Surprise, Musical Charm, Nature's Gift, Psionic Linkage, and Techno-Artillery. Your options will be listed in more detail at the end of the aetherstrider class features.

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.

Aetherpurity[edit]

When you reach 5th level, you acquire an aetherpurity die of 1d6. As an Action, you may roll your aetherpurity die, and apply both your Intelligence modifier and your Charisma modifier to the result (minimum result of 1): then, choose a number of summoned aethercreatures upwards of the die result within 60 feet of you that have one or more conditions and remove all conditions from them at once.

At higher levels. The range for this feature increases from 60 feet to 90 feet at 10th level, and once again from 90 feet to 120 feet at 15th level. Additionally, your aetherpurity die increases from 1d6 to 1d8 at 10th level, and from 1d8 to 1d10 at 15th level.

Aetherdiscipline feature[edit]

When you reach 6th level, you gain additional features, based upon your chosen Aetherdiscipline.

Aetherfortune Fairy[edit]

When you reach 7th level, as an Action, you may choose a tiny area within 60 feet of you to summon an Aetherfortune Fairy. Your Aetherforutne Fairy is classified as a Fey Aethercreature that does not count towards your list of prepared spells, nor your Aetherpool (minor). It can be dispelled as a bonus action, and will follow you around, unless it is physically obstructed from doing so, preoccupied with another creature, or you give it a command to do otherwise. This command can either be verbal or psionic, depending upon the nature of the command given.

For example, if being commanded to pick up an item or follow a specific creature, it must be verbally commanded to do so. Not only must the item in question be specified by you, but you must also command what you want done with said object, once it has been picked up. It cannot pick up an item, the existence of which it is unaware of, nor if the object is being physically obstructed; additionally, it cannot pick up an item that a tiny creature cannot physically carry normally. Alternatively, the creature it is following must be specified by name, or in the event you do not know the creature's name, by identifying characteristics, such as height, weight, color, physical growths and/or developments, such as hair, horns, and/or feathers, a scar, blemish, or other imperfection that makes up a portion of their physical appearance, and/or by the equipment they are using and the clothing they are wearing, namely an insignia, or a set of armor that is made with a material distinguishable from others like it, such as a rare metal or substance.

However, movement and actions that pertain to its given features are commanded psionically, and thus are able to be controlled without the need for verbal commands, unless otherwise specified by your DM. Once it completes its given task, your Aetherfortune Fairy will return by your side, unless it is either engaged with another creature or physically obstructed from doing so.

Your Aetherfortune Fairy has the following characteristics and features:

  • Languages. It can speak, read, and write Common, Elvish, and Sylvan.
  • Speed. It has a flying speed of 30 feet, and a walking speed of 15 feet.
  • Size. Its size is Tiny.
  • Hit Dice. It has a Hit Dice equal to 1d6 + your Intelligence modifier.
  • Armor Class. It has a base Armor Class of 14, plus its Dexterity modifier.
  • Ability Scores.
    • It has a Strength score of 8 and a modifier of -1.
    • It has a Dexterity score of 16 and a modifier of +3.
    • It has a Constitution score of 8 and a modifier of -1.
    • It has a Intelligence score of 12 and a modifier of +1.
    • It has a Wisdom score of 16 and a modifier of +3.
    • It has a Charisma score of 14 and a modifier of +2.
  • Aetherfortune. Once as a reaction, it may choose a creature within 30 feet of it, and attempt to infuse the chosen creature with good fortune, by successfully performing a Wisdom check, the DC for which equals the chosen creature's Wisdom modifier + their proficiency bonus + 8. Upon a successful check, or if the creature is willing, the chosen creature gains an advantage on their next skill check or saving throw.
  • Butterfly Dagger. It may Attack once using its Butterfly Dagger, applying finesse to its Attack and Damage Rolls, and dealing 1d4 base slashing damage upon a successful hit.
  • Minor Restoration. As an Action, it may use its Hit Dice to restore the hit points of 1 creature that it can see within 30 feet of it.

If your Aetherfortune Fairy is either dispelled or has its hit points fall to 0, or upon taking a long rest, it vanishes into a puff of smoke, and cannot be summoned again, until after you have completed a long rest.

At higher levels. When you reach 13th level, the summon range for your Aetherfortune Fairy increases from 60 feet to 120 feet, the range for its Aetherfortune and Minor Restoration features increases from 30 feet to 90 feet, all of its Ability Scores increase by 2 points each (increasing their ability score modifiers by +1 each), and it can Attack twice with its Butterfly Dagger during each of its combat turns, the base slashing damage for which increases from 1d4 to 1d6.

Aetherdiscipline feature[edit]

When you reach 9th level, you gain additional features, based upon your chosen Aetherdiscipline.

Aetherpurity 2[edit]

When you reach 10th level, your Aetherpurity feature improves, increases its range from 60 feet to 90 feet, and increasing your aetherpurity die from 1d6 to 1d8.

Aetherestoration 2[edit]

When you reach 11th level, your Aetherestoration feature improves, increasing its range from 60 feet to 90 feet, and increasing its health pool equal to your Intelligence modifier, per Aetherstrider level.

Aetherhex Fiend[edit]

When you reach 13th level, as an Action, you are able to choose a small area within 120 feet of you, and summon an Aetherhex Fiend. Your Aetherhex Fiend is classified as an Infernal Aethercreature that does not count towards your list of prepared spells, nor your Aetherpool (minor). It can be dispelled as a bonus action, and will follow you around, unless it is physically obstructed from doing so, preoccupied with another creature, or you give it a command to do otherwise. This command can either be verbal or psionic, depending upon the nature of the command given. It is only able to carry items that a small creature is able to carry.

Your Aetherhex Fiend has the following characteristics and features:

  • Languages. It can speak, read, and write Common, Infernal, and Abyssal.
  • Speed. It has a walking speed of 25 feet, and a flying speed of 50 feet.
  • Size. Its size is Small.
  • Hit Dice. It has a Hit Dice equal to 1d8 + your Intelligence modifier.
  • Armor Class. It has a base Armor Class of 12, plus its Constitution modifier.
  • Ability Scores.
    • It has a Strength score of 16 and a modifier of +3.
    • It has a Dexterity score of 10 and a modifier of 0.
    • It has a Constitution score of 18 and a modifier of +4.
    • It has a Intelligence score of 14 and a modifier of +2.
    • It has a Wisdom score of 10 and a modifier of 0.
    • It has a Charisma score of 18 and a modifier of +4.
  • Aetherhex. Once as a reaction, it may choose a creature within 90 feet of it, and attempt to infuse the chosen creature with misfortune. The chosen creature must make a Wisdom saving throw, with a DC equal to this creature's Armor Class. Upon a failed save, or if the creature is willing, the chosen creature has a disadvantage on their next skill check or saving throw.
  • Vampiric Bite. It may perform a Bite Attack on a creature, applying its Strength to its attack and damage rolls, and dealing 1d6 base piercing damage, upon a successful hit. Additionally, if it hits successfully with its Bite Attack, it may restore 1d4 of its hit points, plus its Constitution modifier (minimum of 1 hit point).
  • Breath Weapon. It has a breath weapon, which it may produce from its mouth in the form of a chromatic flame, either in a 15-foot cone, or a 5-by-30-foot line. Creatures within range of its breath weapon must make a Dexterity saving throw, the DC for which equals 10 + its Charisma modifier + its Intelligence modifier. Upon a successful save, a creature within range receives fire damage equal to its Hit Dice, and receives twice as much fire damage upon a failed save. This feature may only be used once for this summoned creature.

If your Aetherhex Fiend is either dispelled or has its hit points fall to 0, or upon taking a long rest, it vanishes into a puff of smoke, and cannot be summoned again, until after you have completed a long rest.

Aetherdiscipline feature[edit]

When you reach 14th level, you gain additional features, based upon your chosen Aetherdiscipline.

Aetherpurity 3[edit]

When you reach 15th level, your Aetherpurity feature improves, increases its range from 90 feet to 120 feet, and increasing your aetherpurity die from 1d8 to 1d10.

Aetherdiscipline feature[edit]

When you reach 17th level, you gain additional features, based upon your chosen Aetherdiscipline.

Aetherestoration 3[edit]

When you reach 18th level, your Aetherestoration feature improves, increasing its range from 90 feet to 120 feet, and increasing its health pool equal to your Charisma modifier, per Aetherstrider level.

Final Form[edit]

When you reach 20th level, once as either an Action or a reaction, you are able to assume the form of any 1 creature that has a CR between 18 and 25, for which there is room for a creature of its size to fit and stand normally. While in this form, you possess the same ability scores, classifications (i.e., size, creature-type), and features as the creature whose form you are assuming, separate from your own, and also gain Temporary Hit Points equal to its maximum Hit Points, but you retain full consciousness and control over your own actions. However, any status or condition inflicted upon a creature as a result of this form is only temporary, and is removed the moment you return to your original form. Once your temporary hit points with this feature reaches 0, you assume either your original form, or the aetherbreached form you had when you first used this feature. Using this feature does not count towards your spell slots, and once you use this feature, you cannot do so again until after you have completed a long rest.

Aetherdisciplines[edit]

Whilst traditionally, one merely focuses on the Aether, and performs miracles in the form of creation, itself, sometimes more than focus is needed, and thus Aetherstriders run into a rather unique issue for their profession: a magic shortage. Whilst it is technically true that an Aethercreature is pulled from anywhere and everywhere, and brought into being via a form of light magic, that magic source is limited to the ability of the user, theirself, to firstly possess knowledge of the creature, and then secondly utilize their unique form of magic to bring these creatures into existence.

One potential solution to this problem is for Aetherstriders to adopt an Aetherdiscipline. An Aetherdiscipline is a branch of study into enhancing one's summoning ability to further go beyond their own Aethermagical limitations; as such, when you reach 3rd level, you get to choose one of the following Aetherdisciplines: Aether Trainer, Blood Sacrifice, Dark Dealings, Divine Channel, Dragon's Might, Elements of Surprise, Musical Charm, Nature's Gift, Psionic Linkage, and Techno-Artillery.

Aether Trainer[edit]

As the namesake might suggest, an aether trainer forgoes the traditional route of engrossing oneself into a particular field of study, and instead prefers a more hands-on, labor-intensive approach, in the form of physical training: not only to improve one's combat-effectiveness to be on par with their mental reserves (which, in turn, get conditioned with improved focus), but to also train one's aethercreatures to be more combat-effective as well, creating a martial force capable of unleashing their reckoning upon their foes, and dispatching a greater number of them with ease.

Martial Combat Training

Beginning at 3rd level, you train yourself in the use of martial weapons, as well as some armor and shields, and as such, you acquire the following proficiencies:

  • Armor: light armor, medium armor, shields
  • Weapons: martial weapons
Aethercreature's Strength

When you reach 6th level, if an Aethercreature under your control or that you assume the form of performs a melee or ranged Attack on an enemy creature, you may add your Charisma modifier to the hit and damage rolls of that Aethercreature's Attack, and then upon a successful hit, apply an extra 1d4 to the damage roll, of the damage-type of that Attack.

At higher levels. For every new subclass feature you get with this Aetherdiscipline (at 9th, 14th, and 17th levels), the added damage for this feature increases: from 1d4 to 1d6 at 9th level, from 1d6 to 1d8 at 14th level, and from 1d8 to 1d10 at 17th level.

Enduring Fitness

When you reach 9th level, your Hit Dice increases from d6 to d8. Consequently, your maximum hit points at 1st level increases by 2, and you may re-roll your maximum hit points for any Aetherstrider level after 1st level, as a number of d8, instead of d6, or otherwise take an average maximum hit points of 5, instead of 4, per Aetherstrider level.

Additionally, in addition to your Constitution modifier, you may now apply your proficiency bonus to your maximum hit points, per Aetherstrider level (including at 1st level), and also increase the maximum hit points of your summoned aethercreatures and the temporary hit points of your aetherbreached form alike, equal to your Charisma modifier x your Aetherstrider level.

At higher levels. For every new subclass feature you get with this Aetherdiscipline (at 14th and 17th levels), your Hit Dice increases once more: from d8 to d10 at 14th level, and from d10 to d12 at 17th level.

Hidden Strike Unit

When you reach 14th level, you and your Aethercreatures alike have mastered the art of stealth, both during and outside of combat. Consequently, both you, and any aethercreature you control or assume the form of has proficiencies with stealth and perception. In the event that you or any aethercreature you control or assume the form of is proficient with stealth and/or perception, that proficiency is instead treated as an expertise, doubling the proficiency bonus of any skill check made with that skill.

Additionally, you no longer incur a stealth disadvantage, whenever you wear medium armor, and instead incur an advantage in stealth skill checks and saving throws while you are wearing light or no armor.

Impossible Defense

When you reach 17th level, you and any aethercreature under your control or that you assume the form of, has a permanent Armor Class bonus of +2, which can be applied, while wearing armor or using a shield.

Blood Sacrifice[edit]

Whilst seemingly counterintuitive to one's focusing on the Aether, Blood Magic can actually be studied, converted into Blood Aethermagic, and later enhanced to improve one's ability to summon Aethercreatures, and also control them both during and outside of combat alike. Whilst Blood Aethermagic is not the same as forming a pact between oneself and a Patron, the use thereof generates a direct link between the Aetherstrider and their Aethercreatures. As such, a user of Blood Aethermagic can summon stronger Aethercreatures than normal, in greater abundance.

Improved Vitality & Spirit

Beginning at 3rd level, your Hit Dice increases from 1d6 to 1d10, and your Maximum Hit Points at 1st level increases by 4. For your Maximum Hit Points at 2nd and higher levels, you may either (re:)roll your d6 Hit Dice as d10 instead, or instead accept an average increase of 6 (instead of 4), per Aetherstrider level.

Blood Slots

When you reach 6th level, you learn how to convert your hit points into spell slots for your Aethermagic. You may perform this as an Action by sacrificing at least 5 of your hit points; for every 5 of your hit points sacrificed (rounded down), you gain 1 Aetherslot. As a bonus action, you may replenish one of your expended spell slots with this feature, by consuming a number of Aetherslots equal to the spell level of the spell slot that is being replenished. There is no limit to the number of Aetherslots you may have; however, if your hit points fall to 0, you are no longer able to consume Aetherslots with this feature.

Aetherblood Elemental

When you reach 9th level, whenever you use the Blood Slots feature, you may also turn your blood into a blood elemental, with a CR equal to twice your highest spell level. Its maximum hit points is equal to the amount of hit points you sacrificed as a result of this feature, and it has the following Ability Scores, AC, and features:

  • Its Strength is 16, its Dexterity is 20, its Constitution is 10, its Intelligence is 1, its Wisdom is 20, and its Charisma is 1.
  • It has an Armor Class of 18.
  • It can perform one of the following Attacks up to twice per combat turn:
    • Melee: Within 5 feet of it, it may attempt to perform a melee attack, dealing 1d8 bludgeoning damage to an enemy creature. Its Attack Bonus for its Hit and Damage Rolls with this Attack is +3 + your proficiency bonus + your Charisma modifier (minimum of 1 damage).
    • Ranged: Within a range of 80/320 feet, it may attempt to perform a ranged attack, dealing 1d6 piercing damage to an enemy creature. Its Attack Bonus for its Hit and Damage Rolls with this Attack is +5 + your proficiency bonus + your Charisma modifier (minimum of 1 damage).

At higher levels. When you reach 14th level, your Aetherblood feature improves, causing your blood elementals to have the following Ability Scores, AC, and features:

  • Its Strength is 22, its Dexterity is 22, its Constitution is 10, its Intelligence is 1, its Wisdom is 22, and its Charisma is 1.
  • It has an Armor Class of 19.
  • It can perform one of the following Attacks up to thrice per combat turn:
    • Melee: Within 10 feet of it, it may attempt to perform a melee attack, dealing 1d10 bludgeoning damage to an enemy creature. Its Attack Bonus for its Hit and Damage Rolls with this Attack is +6 + your proficiency bonus + your Intelligence modifier + your Charisma modifier (minimum of 1 damage).
    • Ranged: Within a range of 150/600 feet, it may attempt to perform a ranged attack, dealing 1d8 piercing damage to an enemy creature. Its Attack Bonus for its Hit and Damage Rolls with this Attack is +6 + your proficiency bonus + your Intelligence modifier + your Charisma modifier (minimum of 1 damage).

When you reach 17th level, you may also apply this feature, upon using the Bloodletting feature, instead of summoning an Aethercreature.

Blood Channeling

When you reach 14th level, if either your Aetherbreached form or an aethercreature under your control is performing an Attack, Skill Check, or Saving Throw, or otherwise casting a spell, you may, either as a reaction or a bonus action, roll a number of your Hit Dice (or all of them - at least 1) of your choosing, and then sacrifice an amount of Hit Points equal to the roll result. Then, increase the roll result of the Attack, Skill Check, Saving Throw, spell, or Damage Roll equal to the amount of Hit Points sacrificed as a result of this feature. Your Hit Points cannot fall below 1, as a result of this feature.

Bloodletting

When you reach 17th level, as a reaction, if you lose 5 or more hit points or temporary hit points from a single Attack, you may treat every 5 of those hit points lost as a spell level (rounded down), with which you can then summon an aethercreature(s), without consuming a spell slot of that spell level. For an Attack that causes you to lose 50 or more of your hit points or temporary hit points at a single time, you may either summon an aethercreature with a CR between 18 and 25, or otherwise apply the rules of Aethermagic appropriately for aethercreatures with a CR of 18 or lower (this counts as a summon that goes beyond the 9th spell level by 1 spell level for every 5 hit points or temporary hit points lost greater than 45, rounded down).

Dark Dealings[edit]

A unique solution to the shortages produced from one's own limitations with Aethermagic, is to form a Pact with a dark entity, in exchange for enhanced summoning ability, when it comes to Aethercreatures. Whilst generally seen as an extratraditional, convoluted, and ultimately controversial Aetherdiscipline, it nevertheless delivers its results, albeit in sometimes less than favorable forms. As such, a Pact member Aetherstrider and their own Aethercreatures gain the following features at 3rd, 6th, 9th, 14th, and 17th levels:

Infernal Scripture

Beginning at 3rd level, you learn how to speak, read, and write Infernal, and speak Abyssal; if you already know how to speak Infernal and/or Abyssal and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Checks made, when speaking either Infernal or Abyssal with a creature that understands the language being spoken.

Turn Undead

When you reach 6th level, if you or an Aethercreature under your control kills a creature, you may as a bonus action, attempt to resurrect the killed creature from the dead, by rolling for Spellcasting (Intelligence for this class feature), with a Spell Save DC of 15. Upon a successful roll, you may resurrect that creature from the dead, treating it as an undead creature under your control, and treating its Maximum Hit Points as its starting Temporary Hit Points (its Hit Points remain 0). Once both its Temporary Hit Points and Hit Points alike fall to 0, the undead creature falls to the ground and once again becomes a corpse, unless otherwise affected by an ability or spell.

At higher levels. For every new Aetherdiscipline feature you gain after 6th level, the Spell Save DC for this feature decreases by 2: from 15 to 13 at 9th level, from 13 to 11 at 14th level, and from 11 to 9 at 17th level.

Dark Lineage

When you reach 9th level, you and your aethercreatures alike learn how to cast the following spells, once each, after which their casting can only be replenished by finishing a long rest. These spells do not count towards your list of prepared spells, and you may use an Arcane Focus to cast them. These spells use your or your Aethercreature's Charisma, when referring to a creature's spellcasting ability.

Dark Lineage Spellcasting
Spell level 1st spell 2nd spell
1st level Arms of Hadar Hellish Rebuke
2nd level Misty Step Shadow Blade
3rd level Spirit Shroud Vampiric Touch
4th level Blight Sickening Radiance
5th level Enervation Far Step
Dark Wings

When you reach 14th level, you and any aethercreature under your control acquires demonic flight. You and any aethercreature you control may toggle this feature as a bonus action, a total number of times equal to your proficiency bonus + your Intelligence modifier + your Charisma modifier (minimum of 1 use). The flying speed for this feature is 30 feet, and cannot be stacked nor multiplied. If you or an aethercreature under your control already possesses a flying speed, you may add or remove this flying speed, as a result of this feature. A long rest replenishes all of your uses of this feature. You apply your Charisma as your spellcasting ability when casting your Warlock Spells.

Immortal Lichdom

When you reach 17th level, and your Hit Points fall to 0, you may attempt to resurrect yourself from the dead, instead of making Death Saves, by transforming yourself into a powerful lich. Doing so requires that you succeed a Charisma saving throw equal to your Death Save DC, and upon a successful save, turns you undead. While in this state, and you gain Temporary Hit Points equal to your maximum hit points (your Hit Points remain 0). Once both your Hit Points and Temporary Hit Points alike fall to 0, you return to a death-like state, and attempt your Death Saves once more (if you haven't already). Once you use this feature, you cannot do so again, until after you have completed a long rest.

Divine Channel[edit]

Albeit there are many potential solutions to the shortage problem with Aethermagic, some Aetherstriders instead prefer a more traditional solution, and thus by extension, a more traditional Aetherdiscipline: meditation, and prayer. By adhering to the teachings of a certain deity, or spirit, an Aetherstrider is rewarded for their efforts in various different ways: defensive, natural, or basic Aethermagic, to name a few. Consequently, an Aethermagic user and their Aethercreatures alike grow more powerful, the more that they, the Aetherstrider, adhere to the teachings of their preferred deity and spirit, and can occasionally ask them for favors, depending upon their relationship, therewith.

Heavenly Gospel

Beginning at 3rd level, you learn how to speak, read, and write Celestial; if you already know how to speak Celestial, and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Checks made, when speaking Celestial with a creature that understands the language.

Heavenly Barrier

When you reach 6th level, if you and/or your aethercreature(s) would receive damage from an Attack, spell, ability, feature, or other source, you may as a reaction erect a spherical barrier emanating holy light within a 30-foot radius around yourself or a targeted aethercreature within 60 feet of you. For the duration of an entire combat turn and/or the next five minutes outside of combat, any creature within the radius of this barrier is immune to all damage-types.

After you use this feature, you may not do so again, until after you have completed a long rest.

Heavenly Intervention

When you reach 9th level, you and your Aethercreatures alike learn how to cast the following spells, once each, after which their casting can only be replenished by finishing a long rest. For these spells, a Holy Symbol can be used to cast them, and these spells do not count towards your list of prepared spells. These spells use your or your Aethercreature's Charisma, when referring to a creature's spellcasting ability.

Heavenly Intervention Spellcasting
Spell Level 1st spell 2nd spell
1st level Cure Wounds Guiding Bolt
2nd level Lesser Restoration Protection from Poison
3rd level Aura of Vitality Crusader's Mantle
4th level Aura of Life Aura of Purity
5th level Circle of Power Destructive Wave
Heavenly Flight

When you reach 14th level, you and your aethercreatures alike acquire a pair of celestial wings, which may be toggled on or off at anytime, with a bonus action, a total number of times equal to your proficiency bonus + Intelligence modifier + your Charisma modifier (minimum of 1 use). These celestial wings have a flying speed of 30 feet, which can neither be stacked nor multiplied. If you or an aethercreature under your control already has a flying speed, this flying speed can be added onto or removed from the existing flying speed. A long rest replenishes all uses of this feature.

Heavenly Wrath

When you reach 17th level, in addition to your normal features, you and your aethercreatures each possess this feature as an Attack with a range of 150/600: this Attack uses Charisma for its spellcasting ability, and upon a successful hit, deals 8d4 radiance damage. A creature that is targeted with this Attack may choose to either block/evade this Attack with their AC, or make a Constitution or Wisdom saving throw with a DC equal to your Charisma: if a creature tries the second option, upon a successful save, they receive half damage, instead.

You and any aethercreature you control may only use this feature once each, after which, this feature may be replenished after completing a long rest.

Dragon's Might[edit]

Dragon's Might is the Aetherdiscipline of studying dragons and draconic creatures alike, placing emphasis on applying draconic features to oneself and one's Aethercreatures alike, so as to improve one's ability to summon stronger Aethercreatures. Naturally, this Aetherdiscipline is somewhat narrowed in its scope, and is thereby limited in what it can do for the Aetherstrider, but is consequently more effective and focused than other Aetherdisciplines in terms of what benefits it does have, and indeed yield.

Draconic Tongue

Beginning at 3rd level, you learn how to speak, read, and write Draconic; if you already know how to speak Draconic, and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Checks made, when speaking Draconic with a creature that understands the language.

Draconic Element

When you reach 6th level, you and any aethercreature under your control that is able to make physical attacks, may replace your/their physical attacks with that of one of the following elemental damage-types of your choosing: acid, cold, fire, lightning, or poison. This Attack otherwise deals normal damage.

Draconic Resilience

When you reach 9th level, you and any aethercreature you summon acquires resistances to the following damage-types: acid, cold, fire, lightning, and poison. Additionally, your base Armor Class becomes 13 + your Dexterity modifier, ignoring any armor you may be wearing. You may use a shield and still apply these benefits (if proficient).

Draconic Flight

When you reach 14th level, you and any aethercreature you control acquires the ability of draconic flight. This feature may be toggled as a bonus action by you and any aethercreature you control a total number of times equal to your proficiency bonus + your Intelligence modifier + your Charisma modifier. While this feature's draconic flight is active, the user is granted a flying speed of 30 feet, which can neither be stacked nor multiplied. If you or an aethercreature under your control already has a flying speed, this flying speed can be added onto or removed from the existing flying speed. Finishing a long rest replenishes all your uses of this feature.

Draconic Breath Weapon

When you reach 17th level, you and any aethercreature under your control each acquire a breath weapon, in addition to your normal features. This feature may be performed by you and any aethercreature under your control once each as an Action, after which, its use may be replenished after completing a short or long rest. As an Action, you or any aethercreature of your choosing that is currently under your control may choose from one of the following elements: acid, cold, fire, lightning, or poison. Then, within either a 15-foot cone or a 5-by-30-foot line in front of you or your chosen aethercreature, a draconic breath weapon can be emitted, dealing the damage-type of the chosen element. Any creature within range must make either a Dexterity or a Constitution saving throw. Upon a failed save, a creature within range takes 2d6 damage. Upon a successful save, a creature within range only takes 1d6 damage.

Elements of Surprise[edit]

Traditionally speaking, Primordials comprise the core elements, which are the building blocks for all sustainable life; therefore, it only makes sense that certain Aetherstriders would take up an Aetherdiscipline of the Elements, not only to add onto said "building blocks", but to also greatly enhance their Aethercreatures in particular with elemental prowess. This Aetherdiscipline is thereby recommended only for Aetherstriders who are experienced with their craft, and can navigate situational combat with a group-oriented effectiveness.

Primordial Speech

Beginning at 3rd level, you learn how to speak Primordial, and read and write Dwarvish; if you already know how to speak Primoridal, and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Checks made, when speaking in Primordial with a creature that understands the language.

Aethercreature Force

When you reach 6th level, when performing an aethercreature summon, you may imbue that creature with the element of either fire or force. Doing so changes its elemental composition, but otherwise causes it to retain the features, ability scores, AC, and maximum hit points of that original creature.

Whenever an aethercreature imbued with one of these elements Attacks another creature or an object, you may (upon a successful hit) apply one of the following effects to the targeted creature or object:

  • Fire: Add 1d6 fire damage to the damage roll of your aethercreature's Attack. If the hit creature or object is either flammable, or covered in something flammable, that creature is lit on fire, and must succeed on either a Dexterity, Constitution, or Wisdom Saving Throw, with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus, in order to put out the flames. While the creature or object is on fire, it takes 1d4 fire damage during each of its turns.

At higher levels. The fire damage output for this feature increases from 1d6 to 1d8 at 9th level, from 1d8 to 1d10 at 14th level, and from 1d10 to 2d6 at 17th level; additionally, the periodic fire damage output for this feature increases from 1d4 to 1d6 at 19th level, from 1d6 to 1d8 at 14th level, and from 1d8 to 1d10 at 17th level.

  • Force: Add 1d10 force damage to the damage roll of your aethercreature's Attack. Additionally, the hit creature or object must succeed on a Constitution Saving Throw with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus in order to avoid being knocked back 10 feet; in the event of a successful save, the hit creature or object is knocked back 5 feet, instead.

At higher levels. The force damage output for this feature increases from 1d10 to 2d6 at 9th level, from 2d6 to 2d8 at 14th level, and from 2d8 to 2d10 at 17th level; additionally, the knockback distance for this feature increases by 20 feet upon a successful save, and 10 feet upon a failed save for every Aetherdiscipline feature gained after 6th level: from 5/10 feet to 15/30 feet at 9th level, and from 15/30 feet to 25/50 feet at 14th level, and from 25/50 feet to 35/70 feet at 17th level.

Aethercreature Venom

When you reach 9th level, when performing an aethercreature summon, you may imbue that creature with the element of either acid or poison. Doing so changes its elemental composition, but otherwise causes it to retain the features, ability scores, AC, and maximum hit points of that original creature.

Whenever an aethercreature imbued with one of these elements Attacks another creature or an object, you may (upon a successful hit) apply one of the following effects to the targeted creature or object:

  • Acid: Add 2d6 acid damage to the damage roll of your aethercreature's Attack. The hit creature or object then loses AC equal to half of your Aethercreature's Attack bonus (rounded down). Additionally, the hit creature or object has disadvantage on their next Saving Throw.

At higher levels. The acid damage output for this feature increases from 2d6 to 2d8 at 14th level and again from 2d8 to 2d10 at 17th level; additionally, the turn dice for this feature's secondary effect increases from 1d6 to 1d8 at 14th level, and from 1d8 to 1d10 at 17th level.

  • Poison: Add 1d8 poison damage to the damage roll of your aethercreature's Attack. The hit creature or object must then succeed on a Constitution Saving Throw, with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus, or else it is poisoned and receives 1d6 poison damage during each of their turns. On their next turn, if the hit creature or object succeeds on another Constitution Saving Throw, with exactly the same DC, they are no longer poisoned, nor receiving poison damage periodically.

At higher levels. The poison damage output for this feature increases from 1d8 to 1d10 at 14th level, and from 1d10 to 2d6 at 17th level. Additionally, the periodic poison damage output for this feature increases from 1d6 to 1d8 at 14th level, and from 1d8 to 1d10 at 17th level.

Aethercreature Storm

When you reach 14th level, when performing an aethercreature summon, you may imbue that creature with the element of either cold or lightning. Doing so changes its elemental composition, but otherwise causes it to retain the features, ability scores, AC, and maximum hit points of that original creature.

Whenever an aethercreature imbued with one of these elements Attacks another creature or an object, you may (upon a successful hit) apply one of the following effects to the targeted creature or object:

  • Cold: Add 2d8 cold damage to the damage roll of your aethercreature's Attack. The hit creature or object must then succeed on a Constitution Saving Throw, with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus, or otherwise becomes petrified and takes 1 point of exhaustion. On their next turn, the petrified creature or object must succeed a Constitution Saving Throw, with exactly the same DC in order to remove the petrified effect; however, they retain their point(s) of exhaustion, unless it is otherwise removed.

At higher levels. The cold damage output for this feature increases from 2d8 to 2d10 at 17th level.

  • Lightning: Add 1d10 lightning damage to the damage roll of your aethercreature's Attack. The hit creature or object is then stunned and must succeed on a Constitution Saving Throw, with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus: upon a successful save, the hit creature or object is knocked prone; upon a failed save, the hit creature or object is restrained and must succeed either a Strength or Wisdom Saving Throw, with exactly the same DC, in order to remove their restraints.

At higher levels. The lightning damage output for this feature increases from 1d10 to 2d6 at 17th level.

Aethercreature's Requiem

When you reach 17th level, when performing an aethercreature summon, you may imbue that creature with the element of either radiance or necrosis. Doing so changes its elemental composition, but otherwise causes it to retain the features, ability scores, AC, and maximum hit points of that original creature.

Whenever an aethercreature imbued with one of these elements Attacks another creature or an object, you may (upon a successful hit) apply one of the following effects to the targeted creature or object:

  • Radiance: Add 2d10 radiant damage to the damage roll of your aethercreature's Attack. Then, your aethercreature recovers Hit Points equal to the amount of radiant damage added to their Attack as a result, and then gains a +2 bonus to their AC and Saving Throws and becomes resistant to all damage-types until their next turn.
  • Necrosis: Add 2d6 necrotic damage to the damage roll of your aethercreature's Attack. Then, the hit creature or object must succeed on two Wisdom Saving Throws, with a DC equal to your proficiency bonus + your Charisma modifier + your aethercreature's Attack bonus: the first save, in order to avoid being blinded, and the second save, in order to avoid being deafened. The hit creature or object may remove each of these conditions from theirself by succeeding one Wisdom Saving Throw per condition, with exactly the same DC. If the hit creature or object is killed as a result of your aethercreature's Attack, you may apply the Dark Deal Aetherdiscipline feature, Turn Undead, to the kill, ignoring your Aetherdiscipline.

Nature's Gift[edit]

The Fey of the Feywild are partly responsible for all of creation, and thus, are an important area of study for more nature-oriented Aetherstriders, who prefer to return to their roots, so to speak, and learn to infuse their Aethermagic with Wild Magic, to create Wild Aethermagic, which can in turn yield surprising results. Those who learn this Aetherdiscipline learn to not only generate Aethercreatures from anywhere and everywhere, but also from Nature, itself, and thus, whilst there aren't any initial inherent benefits to doing so, this Aetherdiscipline gives unto the land, what the land itself cannot ordinarily receive, and thus serves to benefit the land, itself, as much as it does the Aetherstrider that feeds it.

Feywild's Whispers

Beginning at 3rd level, you learn how to speak Druidic and Sylvan, and read and write Druidic and Elvish; if you already know how to speak Sylvan, and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Check made, when speaking in Sylvan with a creature that understands the language.

Cunning Artisan

When you reach 6th level, you learn how to, as part of a short rest, harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Additionally, you acquire proficiency with shields and one set of artisan's tools of your choice, as a result of this feature.

Charm Plants

When you reach 9th level, you learn how to charm plants to act on your behalf. As a bonus action, you may charm a number of Small or Medium plants within 30/120 feet of you, equal to 1d6 + your proficiency bonus + your Charisma modifier (minimum 1 plant), and place them under your control, until either you relinquish control of them, their Hit Points drop to 0, or you begin a short or long rest. Your DM determines what plants they are, as well as their CR, AC, maximum Hit Points, and any features these plants may have, while they are under your control. Once control of these plants are relinquished, they return to the land, from whence they came, and they can no longer be charmed by you. You may use this feature as a bonus action once, after which use of this feature can be replenished by finishing a long rest.

At higher levels. This feature becomes stronger in the following ways, each time you acquire new Aetherdiscipline features (at 14th and 17th levels, respectively):

  • When you reach 14th level, you may charm Large or Huge plants, in addition to small or medium ones, within a range of 80/320 feet, instead of 30/120 feet.
  • When you reach 17th level, you may charm plants of any size within a range of 150/600 feet, instead of 80/320 feet.
Call of the Wild

When you reach 14th level, you and your aethercreatures alike learn how to cast the following spells, once each, after which their casting can only be replenished by finishing a long rest. To cast these spells, you may use a Druidic Focus, and these spells do not count towards your list of prepared spells. These spells use your or your Aethercreature's Charisma, when referring to a creature's spellcasting ability.

Call of the Wild Spellcasting
Spell Level 1st spell 2nd spell
1st level Entangle Fog Cloud
2nd level Earthbind Healing Spirit
3rd level Call Lightning Plant Growth
4th level Grasping Vine Guardian of Nature
5th level Treestride Wrath of Nature
Natural Restoration

When you reach 17th level, you learn how to restore the natural world permanently, via magical means. As an Action, you may select an area of land between 150 and 600 feet in diameter that is scorched, arid, and/or rotten, and command foliage and vegetation of all kinds to grow within the region, producing enough food and water to feed an entire ecosystem. Once you use this feature, you cannot do so again, until after you have completed a long rest.

Musical Charm[edit]

As far as Aetherdisciplines go, Musical Charm is perhaps one of the more straightforward, yet complex approaches to improving one's ability to both summon and control aethercreatures, as it places emphasis on the diversification of one's talents through a performance of the arts, rather than through traditional means; consequently, rather than on placing a solemn focus on the Aether and one's connection to it, taking the entertainment approach enthralls the Aether to act on the summoner's behalf, and thus weave an aethercreature into existence, which may then receive enhancements based upon the quality of performance that was given.

Instrumental Success

Beginning at 3rd level, you learn one musical instrument of your choice; additionally, you may apply your Charisma instead of Intelligence for your Spellcasting Ability, when using an instrument to enthrall your connection to Aethermagic into either summoning an aethercreature or performing an Aetherbreach.

Jack-of-All-Trades

When you reach 6th level, you acquire a bonus to all of your skill checks and saving throws, equal to half of your proficiency bonus (rounded down). Additionally, your base AC while you are wearing no armor nor using a shield becomes 10 + your Intelligence modifier + your Charisma modifier.

Symphonic Channel

When you reach 9th level, you and your aethercreatures alike learn how to cast the following spells, once each, after which their casting can only be replenished by finishing a long rest. For these spells, you may use a musical instrument you are proficient with as a spellcasting focus. These spells do not count towards your list of prepared spells, and use your or your Aethercreature's Charisma, when referring to a creature's spellcasting ability.

Symphonic Channel Spellcasting
Spell Level 1st spell 2nd spell
1st level Healing Word Silvery Barbs
2nd level Kinetic Jaunt Warding Wind
3rd level Bestow Curse Motivational Speech
4th level Dimension Door Greater Invisibility
5th level Mass Cure Wounds Skill Empowerment
Diplomatic Aura

When you reach 14th level, you acquire a certain aura about you that generally makes others feel calm and collected, including your prepared aethercreatures. Consequently, you have advantages on all Charisma skill checks and saving throws made with creatures that are within 15 feet of you. Additionally, your aethercreatures and Aetherbreached form alike gain a +2 bonus to their AC, Attack and Damage Rolls, Skill Checks, and Saving Throws.

Harmonic Trance

When you reach 17th level, and whenever you perform, if you succeed your performance skill check, you may make creatures within a range of 100 feet of you succeed a Wisdom saving throw with a DC equal to your Charisma, in order to avoid being enthralled by you into a trance-like state. Enthralled creatures are considered charmed by you either for a number of minutes outside of combat, or a number of combat turns equal to your proficiency bonus + your Charisma modifier (this duration is not stackable, and does not reset whenever you switch conditions). While they are charmed, you may induce within them one of the following conditions:

  • Hypnotized: The default state of being charmed, while in this state, the crowd is charmed into a dance frenzy that lasts, either for the entire duration of their enthrallment or until you decide to switch conditions.
  • Frenzied: You may make the charmed creatures Attack any number of creatures that you can see within 120 feet of you. You cannot control how the charmed creature decides to Attack; however, you may control when it does and does not Attack, as well as which creatures it does and does not Attack.
  • Aetherbreached: You may grant your charmed creatures an Aetherbreached form(s) without consuming spell slots, for the duration of their charmed state. Your Aetherbreached charmed creatures may then use the features of those aethercreatures, while Aetherbreached.
  • Positioned: You may deliberately instruct your charmed creatures to assemble themselves in a specified manner. This may be a defensive, conciliatory, or actionable position, provided it does not harm nor kill the charmed creature, nor cause them to be placed in harm's way. Additionally, you may psychically instruct the charmed creatures to perform individual or collective actions, depending upon what you would like accomplished, provided it does not cause harm to another creature nor the charmed creature theirself.

Once a creature is no longer charmed by this feature, it cannot be charmed again, until after it takes a long rest (a creature may be charmed again, while it is still taking a long rest). Once you use this feature, you cannot do so again, until after you complete a long rest.

Psionic Linkage[edit]

Whilst many Aetherdisciplines place emphasis on external sources, Psionic Linkage is an Aetherdiscipline that instead draws its sources inwards, and focuses on the mindscape that yields Aethermagic, rather than on an external dimension or plane of existence. Consequently, whilst there are external sources that this Aetherdiscipline can draw from, they are not the primary source of its power. Instead, by focusing inwards, an Aetherstrider learns to summon their normal Aethercreatures more efficiently, and thus conserve, and subsequently improve upon their mental reserves, so as to summon more powerful, and more abundant Aethercreatures alike. Additionally, by forming a psionic link with other creatures, an Aetherstrider is able to strengthen the psionic bond between oneself and their Aethercreatures.

Deep Speech

Beginning at 3rd level, you learn how to speak Deep Speech; if you already know how to speak Deep Speech, and not as a result of this feature, your proficiency is instead treated as an expertise, doubling the proficiency bonus on any Charisma Skill Checks made, when speaking in Deep Speech with a creature that understands the language.

Psionic Blast

When you reach 6th level, you may replace the physical Attack of either your Aetherbreached form or an aethercreature under your control with a psy-Attack, replacing the physical damage-type of the physical Attack with Psychic Damage, by applying their choice of Intelligence, Wisdom, or Charisma, instead of Strength or Dexterity for their Attack and Damage Rolls.

Psionic Channel

When you reach 9th level, you and your aethercreatures alike learn how to cast the following spells, once each, after which their casting can only be replenished by finishing a long rest. To cast these spells, you may use an Arcane Focus, and these spells do not count towards your list of prepared spells. These spells use your or your Aethercreature's Intelligence, when referring to a creature's spellcasting ability.

Psionic Channel Spellcasting
Spell Level 1st spell 2nd spell
1st level Dissonant Whispers Shield
2nd level Tasha's Mind Whip Mind Spike
3rd level Counterspell Pulse Wave
4th level Phantasmal Killer Raulothim's Psychic Lance
5th level Rary's Telepathic Bond Synaptic Static
Psionic Gravitation

When you reach 14th level, the falling speed and any falling damage taken by yourself or an aethercreature(s) under your control is halved.

At higher levels. When you reach 17th level, your falling speed and the falling speed of your aethercreatures is halved further. Also, neither you nor your aethercreatures take falling damage.

Psionic Bond

When you reach 17th level, your aetherbreached form and any aethercreature under your control gains a +2 bonus to their Intelligence, Wisdom, and Charisma ability score modifiers, and have advantages on any Intelligence, Wisdom, or Charisma based skill check or saving throw they make.

Techno-Artillery[edit]

Rather than focusing on Aethermagic itself, the Techno-Artillery Aetherdiscipline instead places its focus on using tools (and in some cases, technology) to greatly enhance one's own ability to summon Aethercreatures. The form this takes is left entirely up to the individual Aetherstrider (as well as the DM for your campaign), but ultimately results in a somewhat unintended consequence of having the ability to also turn tools and constructs alike into Aethercreatures by their own right, which may then assist you in battle in some unique and revolutionary ways that can completely change the way things are done within one's own vicinity.

Constructive Learning

Beginning at 3rd level, you learn how to use a set of Artisan's Tools proficiently, and thus acquire proficiency in a set of Artisan's Tools of your choice. Additionally, you may use Artisan's Tools as a spellcasting focus for your Aethermagic.

At higher levels. For every additional Aetherdiscipline feature you acquire after 3rd level (at 6th, 9th, 14th, and 17th levels, respectively), you learn one additional Artisan's Tools proficiency of your choice.

Animate Construct

When you reach 6th level, you learn how to turn non-living constructs into your own personal summons under your control, without consuming a spell slot(s). This construct has a d10 Hit Dice and a level equal to your Aetherstrider level; at 1st level, it gains 10 hit points plus your Charisma modifier, and otherwise can have an average hit points per Aetherstrider level after 1st, equal to 6 plus your Charisma modifier. Your DM determines its AC, and Ability Scores, as well as any features it may have. You may use this feature a number of times equal to your Intelligence modifier + your Charisma modifier (minimum of 1 use). The completion of a short rest replenishes half of your maximum uses with this feature, whilst a long rest replenishes all uses of this feature.

Mend Construct

When you reach 9th level, you acquire a mending pool equal to your Hit Dice. As an Action, you may mend one living construct, either under your control or of your choice within 60 feet of you, by subtracting a number of Hit Dice from your mending pool. Once your mending pool's number of Hit Dice reaches 0, you may not use this feature again, until you have completed a short or long rest. A short rest replenishes half of your entire mending pool, whilst a long rest replenishes your entire mending pool.

Fortify Construct

When you reach 14th level, you acquire the ability to strengthen a living construct's normal potency to an increased level of efficiency for a duration. As a bonus action, you may choose 1 living construct, either under your control, or that is within 60 feet of you: for a number of combat turns or minutes outside of combat equal to your Intelligence modifier + your proficiency bonus (minimum 1), it gains a +2 bonus to its AC, Attack/Spellcasting rolls, and all of its Skill Checks and Saving throws. Once you use this feature, you cannot do so again, until after you have completed a long rest.

Construct to Spell Slots

When you reach 17th level, you may as an Action, sacrifice a living construct that is under your control, and convert them into an Aetherslot, which can be used to replenish any one of your used spell slots, for which you have a spell level. Performing this as an action reduces its hit points to 0, and returns it to its original state as a non-living construct. This non-living construct cannot be animated again for 2d6 number of days.

Aetherstrider Bestiary List[edit]

You know how to summon the following aethercreatures based on your Aethercaster spell level. You can consult the following bestiary or go to other bestiaries from Dnd 5e, when preparing ethereal creatures on your list of prepared spells and Aetherpool (minor) (cantrips).

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
  • CR 18: The Lord of Blades, Archaic, Hollow Dragon

Multiclassing[edit]

Ability Score Prerequisite. To qualify for multiclassing into the Aetherstrider class, you must have an Intelligence and a Charisma of 13 or higher.

Proficiencies. When you multiclass into the Aetherstrider class, you gain the following proficiencies:

  • Tools. A musical instrument or a set of artisan's tools of your choice.
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