Aethyrflame Features
| Action Surge I | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | General | General | Free | Short Rest | No | |||||
| Action Surge II | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use an Action Surge once on the same turn. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | Free | Short Rest | No | |||||
| Action Surge III | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use an Action Surge once on the same turn. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | Free | Short Rest | No | |||||
| Bonus Action Surge I | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | General | General | Free | Short Rest | No | |||||
| Bonus Action Surge II | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use a Bonus Action Surge once on the same turn. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter | General | Free | Short Rest | No | |||||
| Bonus Action Surge III | You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use a Bonus Action Surge once on the same turn. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter | General | Free | Short Rest | No | |||||
| Reaction Surge I | You can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular reaction. Once you use this feature, you must finish a short or long rest before you can use it again. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | General | General | Free | Short Rest | No | |||||
| Reaction Surge II | You can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular reaction. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use a Reaction Surge once in the same round. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | Free | Short Rest | No | |||||
| Reaction Surge III | You can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular reaction. Once you use this feature, you must finish a short or long rest before you can use it again. You can only use an Reaction Surge once in the same round. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | Free | Short Rest | No | |||||
| Technique Fighting Style I | You gain one fighting style of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Fighting Style II | You gain an additional fighting style of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Fighting Style III | You gain an additional fighting style of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver I | You gain one Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver II | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver III | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver IV | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver V | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Martial Maneuver VI | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Technique Martial Maneuver VII | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Technique Martial Maneuver VIII | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Technique Bodily Improvement I | You gain one Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Bodily Improvement II | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Bodily Improvement III | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Technique Bodily Improvement IV | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Technique Bodily Improvement V | You gain an additional Aethyrflame Features of your choice. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Extra Attack I | You can attack twice, instead of once, whenever you take the Attack action on your turn. These attacks can all be made against the same target or against separate targets and you can take bonus actions, reactions, and movement between each attack. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Extra Attack II | You can attack thrice, instead of twice, whenever you take the Attack action on your turn. These attacks can all be made against the same target or against separate targets and you can take bonus actions, reactions, and movement between each attack. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | None | No | |||||
| Extra Attack III | You can attack four times, instead of thrice, whenever you take the Attack action on your turn. These attacks can all be made against the same target or against separate targets and you can take bonus actions, reactions, and movement between each attack. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Fatal Momentum | You’ve achieved a supernatural level of mastery in channeling Aethyr through your body. When you hit a creature with an attack on your turn, If you have not used any action, bonus action, or reaction surge this turn, you can enter a state of extraordinary focus and speed that allows you to continue making weapon attacks until you miss. While in this state your perception of time slows and other creatures see only a blur as you move. Your attacks cannot have disadvantage and creatures have disadvantage on attacks against you. Additionally, each time you hit a creature with an attack while in this state, you gain 10 feet of movement. You may use your movement, bonus action, or reaction between attacks but you cannot use any action surge, bonus action surge, or reaction surge. This state of supernatural speed ends when you miss with an attack or you stop attacking. When you exit this state you gain 2 levels of exhaustion unless a creature with a sparked Aethyrflame was reduced to 0 hit points by one of your attacks made while in this state. After exiting this state your turn immediately ends and you cannot use this feature again until you complete a short or long rest, | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Martial | General | None | None | No | |||||
| Aethyrflame Ultimate | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | General | General | Varies | Varies | No | ||||||
| Spell Domain | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Cantrip Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 1st Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 2nd Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 3rd Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 4th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 5th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| 6th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| 7th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| 8th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| 9th Order Spellcasting | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Spell Discovery | Your mastery of weaving spells from Aethyr has lead you into an unexplored domain of spellcraft. When you acquire this feature you discover a new spell with unique effects and characteristics determined by you from the options below and approved by your Game Master. Your discovered spell could break new ground with entirely novel effects or refine & expand upon an existing spell’s framework. When you gain this feature you may design your spell from scratch using the guidance in the sections below or you may select an existing spell and edit aspects of it to create something new. Your discovered spell does not count against your number of spells known or the number of spells you can prepare each day. Additionally, you may cast the spell without expending a spell slot a number of times per day according to the breakdown below. - 1st-3rd Order Spell: You may cast your discovered spell thrice per day without expending a spell slot. When you do so, the spell is cast at 3rd level. - 4th-6th Order Spell: You may cast your discovered spell twice per day without expending a spell slot. When you do so, the spell is cast at 6th level. - 7-9th Order Spell: You may cast your discovered spell once per day without expending a spell slot. When you do so, the spell is cast at 9th level. ## Crafting a Spell from Scratch ### Spell Level & Potency You select the base level of the spell you discover between 1st Order and 9th Order. This determines the minimum spell slot needed to cast the spell and the dice potency of the spell based on the table below. The spell’s dice potency is also adjusted based on the spell’s other effects. For example, a spell that creates a blast of cold that freezes creatures to the floor and reduces their movement to 0 would only deal cold damage at half dice potency compared to spell which only does a blast of cold damage. ##hidden_grid## 7 ### Spell Domain The domain of your discovered spell is the same as your Spellcasting Domain (Arcane, Divine, or Natural). This limits some of the potential characteristics of the spell as follows: - Damage Type: If your discovered spell causes damage, choose a damage type within your spell domain. - Arcane: Bludgeoning, Slashing, Piercing, Fire, Cold, Force, Psychic, or Poison - Divine: Radiant or Necrotic - Natural: Bludgeoning, Slashing, Piercing, Fire, Cold, or Poison - Healing: If your discovered spell restores hit points, the characteristics of this restoration are affected by your spell domain. - Arcane: Provides temporary hit points instead of healing and at half the potency. - Divine: The healing is twice as potent if the healed creature is missing at least half of its hit points. - Natural: The healing is at half potency but the healed creatures receive the healing again at the start of their next turn. - Schools of Magic: The school of magic that your discovered spell belongs within should align with the way your spell domain manifests magic within that school. Your game master can help you determine the ##hidden_grid## 8 ### Spell Components The components of your discovered spell determine how the spell is cast and can influence its raw potency. Choose from the component options below with the associated impacts on the spell’s potential. - Somatic Component: Whether the spell requires bodily movements (with a free hand) to successfully weave Aethyr into the desired effect. Spells without a somatic component can cast in more situations but their potency is reduced by 1 level compared to spells with a somatic component. - Verbal Component: Whether the spell requires vocalization from the caster to successfully weave Aethyr into the desired effect. Spells without a verbal component can be cast more subtly without announcing the spell to others nearby but their potency is reduced by 1 level compared to spells with a verbal component. - Material Component: Whether the spell requires requires the caster to focus the woven Aethyr through reagents or a spell focus (such as a staff or wand) to create the desired effect. Spells without a material component can be cast when the caster is not fully equipped or has been disarmed but their potency is reduced by 1 level compare to spells with a material component. - Additionally, a spell’s potency could be heightened through the use of valuable material component which the spell consumes when cast. You can use the following scale to determine how much a spell’s potency may be increased by having a consumed material component: - ~50gp: +1 level of potency - ~150gp: +2 levels of potency - ~500gp: +3 levels of potency - ~2500gp: +4 levels of potency - 10000gp+: +5 levels of potency - Some spells may also incorporate another form of sacrifice in order to increase their potency such as consuming souls, hit dice, hit points, metamagic points, or any other measured forms of magical potential. If your discovered spell has this type of consumed material component, work with your GM to determine the material’s impact to the spell’s potency level. - Sight Component: Whether the spell requires the caster to see the point of origination to release the spell’s effects or if they can mentally select where the spell’s effect is released. Spells without a sight component can be cast more easily and are more difficult for other creatures to avoid but their potency is reduced by 1 level compared to spells with a sight component. - Projection Component: Whether the spell’s effect originates from the caster and travels through space toward its point of origination or if the spell’s effect simply manifests at the origination point. Spells without a projection component can be placed more precisely by the caster and are more difficult for other creatures to avoid but their potency is reduced by 1 level compared to spells with a projection component. - Resistance Component: Whether creatures targeted by the caster or within the spell’s effect area have an opportunity to resist the spell’s harmful effects. Spells without a resistance component, or with a partial one are more reliable but their potency is reduced as follows. - No Resistance Component: Creatures targeted by the caster or within the spell’s effect area automatically suffer the full harmful effects of the spell with no opportunity to reduce its severity. The spell’s potency is reduced by 3 levels. - Half Resistance Component: Creatures targeted by the caster or within the spell’s effect area can make a save against the spell’s effects and reduce the severity by half if successful. The spell’s potency is not reduced. - Full Resistance Component: Creatures targeted by the caster or within the spell’s effect area can make a save against the spell’s effects and entirely avoid the spell’s effects if successful. The spell’s potency is increased by 3 levels. - Range Component: The size of the spell’s effects in terms of the number of creatures or area it has impact on. - Self: The spell only affects the caster. - Touch: The spell’s effect is delivered directly through physical touch from the caster. - Selected Targets: The spell’s effect is precisely targeted by the caster to only affect creatures, objects, or spaces of their choice. - A spell with selected targets has a maximum number of targets according to its potency level in the Spell Levels & Potency chart above. - Area Effect: The spell’s effect is released into a contiguous space (line, cone, cube, or sphere) and all creatures or objects within it are affected. - A spell with an area effect has a spatial shape and size according to its potency level in the Spell Levels & Potency chart above. - Effect Type: What kind of impact the spell has on creatures, objects, or the space it effects. - Damage: The spell causes affected creatures to lose hit points from suffering damage of specific damage type(s). - Healing: The spell causes affected creatures to gain hit points (or temporary hit points). - Augment: The spell causes affected creatures to become more powerful, protected, or capable. - Impairment: The spell causes affected creatures to become less powerful, protected, or capable. - Hybrid: The spell causes a mixture of the above effects to affected creatures. Hybrid spells can accomplish a wider range of impact but their potency level is decreased based on how many effect types the spell has. - Damage & Healing: Spells which cause damage and healing do not have their potency level decreased but the dice potency must be split between the damage and healing done by the spell. - Augment: Spells which augment affected creatures in addition to dealing damage, healing, or impairing creatures have their potency level reduced by 2. - Impairment: Spells which impair affected creatures in addition to dealing damage, healing, or augmenting creatures have their potency level reduced by 2. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | |||||
| Battle Magic | You’ve achieved a supernatural instinct and affinity with your Aethyrflame which ensures you’re always prepared for any danger. When you roll for initiative you can use your reaction to immediately cast any spell you know with all of the following characteristics: - Has range of self - Requires concentration - Has a casting time of Action, Bonus Action, or Reaction - You have an unspent spell slot available to cast the spell - Does not consume material components with a gold cost When you cast this spell its maximum duration is 1 minute and you don’t need to maintain concentration on it. | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter | General | None | No | ||||||
| Technique Metamagic I | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Metamagic II | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Metamagic III | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Metamagic IV | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Metamagic V | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Metamagic VI | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Metamagic VII | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Metamagic VIII | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Antimagic I | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Antimagic II | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Antimagic III | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellfighter, Spellcaster | General | None | None | No | ||||||
| Technique Antimagic IV | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Antimagic V | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Antimagic VI | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Antimagic VII | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Technique Antimagic VIII | Technique Advancement | 0 | 0 | Aethyrspark Technique | General | Spellcaster | General | None | None | No | ||||||
| Adaptive Techniques | Each time you complete a long rest, you may swap one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics) for another feature within the same category. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Knowledge | General | General | Long Rest | Long Rest | No | |||||
| Studied Spellcasting | If you possess the Spellcasting Feature, the spells you have access to are prepared during each long rest. When you complete a long rest, you can select a number of spells within your Aethyr Domain (Nature, Divine, or Arcane) depending on your Aethyr Technique: - Spellcasters can prepare a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity level plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom). - Spellcasters also know a number of cantrips equal to their proficiency bonus. - Spellfighters can prepare half as many, rounded up (sum of half of their Aethyrflame Intensity level and half of their spellcasting ability modifier, rounded up). - Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up. You may cast any ritual spell within your Aethyr Domain as a ritual without having the spell prepared. - You can automatically identify when a spell you can prepare is being cast unless its casting has been altered by a Metamagic Feature. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Knowledge, Dedication | General | General | Long Rest | Long Rest | No | |||||
| Dedicated Purpose | - Choose a dedication below. Each time your Aethyr Intensity increases, you may choose to dedicate to another dedication. Doing so replaces all of your previous dedication’s features with features of your new one. You should change dedication only after consulting with your game master. - Balance: Adaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make. Once used, you cannot use this feature again until after the DM has chosen to give you disadvantage on a check by using this feature. - Destruction: Mighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result). - Anarchy: Chaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers equidistant from 10 (such as 7 and 13), you take the higher result. - Order: Impeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead. - Love: Soulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to them. The chosen creature senses your outreach and can choose to accept the connection. If they do, until they complete their next long rest, you can choose to see through their eyes and/or hear through their ears. You also gain an intrinsic knowledge of their wellbeing, mood, spirit, and health (if they choose to share it). - Hate: Retributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another creature triggers this feature again. - Creation: Artisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...). - Death: Resilient Soul. You have advantage on death saving throws. - Life: Eminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take the higher result). - Magic: Magical Resistance. You have advantage on saving throws against magical effects. - Nature: Natural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks. - Desire: Alluring Charisma. Creatures have disadvantage when saving against being charmed by you. - Luck: Fortune’s Favor. You gain the Lucky feature. - War: Battle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you. - Peace: Creatures have disadvantage on attacks against you. You have disadvantage on attacks. - Light: Luminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color of your choice, can be projected in any direction you choose, and can be focused in any way you choose. For example: you may choose to project a thin line of light from your fingertip; cause your entire body to glow, projecting light in all directions; and any variation in between. - Shadow: Umbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and bright light sources within 15 feet of you. Dim light suppressed in this way is not visible and bright light is treated as dim light instead. Suppressed light sources return to normal when you move out of range or choose end the suppression. Light shining from sources beyond 30 feet from you are unaffected. - Knowledge: Mental Acuity. You have advantage on all Skill Checks that use a Mental Ability. - Change: Shapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural form. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedication | General | General | Varies | Long Rest | No | |||||
| Dedication: Balance I | Adaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make. Once used, you cannot use this feature again until after the DM has chosen to give you disadvantage on a check by using this feature. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Destruction I | Mighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result). | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Anarchy I | Chaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers equidistant from 10 (such as 7 and 13), you take the higher result. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Order I | Impeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Love I | Soulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to them. The chosen creature senses your outreach and can choose to accept the connection. If they do, until they complete their next long rest, you can choose to see through their eyes and/or hear through their ears. You also gain an intrinsic knowledge of their wellbeing, mood, spirit, and health (if they choose to share it). | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Hate I | Retributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another creature triggers this feature again. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Creation I | Artisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...). | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Death I | Resilient Soul. You have advantage on death saving throws. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Life I | Eminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take the higher result). Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Magic I | Magical Resistance. You have advantage on saving throws against magical effects. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Nature I | Natural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Desire I | Alluring Charisma. Creatures have disadvantage when saving against being charmed by you. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Luck I | Fortune’s Favor. You gain the Lucky feature. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: War I | Battle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Peace I | Creatures have disadvantage on attacks against you. You have disadvantage on attacks. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Light I | Luminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color of your choice, can be projected in any direction you choose, and can be focused in any way you choose. For example: you may choose to project a thin line of light from your fingertip; cause your entire body to glow, projecting light in all directions; and any variation in between. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Shadow I | Umbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and bright light sources within 15 feet of you. Dim light suppressed in this way is not visible and bright light is treated as dim light instead. Suppressed light sources return to normal when you move out of range or choose end the suppression. Light shining from sources beyond 30 feet from you are unaffected. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Knowledge I | Mental Acuity. You have advantage on all Skill Checks that use a Mental Ability. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Change I | Shapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural form. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Linguistic Insight | You learn an additional language of your choice, including obscure languages (those not natively spoken by Mortal Geminaeans such as Abyssal, Celestial, Deep Speech, etc.) | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Skillful Aptitude I | You gain proficiency in a Mental (Charisma, Intelligence, or Wisdom) skill of your choice. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Focused Mind | Select a Mental Ability (Charisma, Intelligence, or Wisdom). When you make an ability check using the selected Mental Ability that you have proficiency or expertise in, you may re-roll any result of the d20 roll that is less than or equal to your proficiency bonus. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Advanced Specialization I | You gain expertise in a skill that you are proficient in. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Memory Mastery | You have advantage on skill checks involving recalling information you’ve learned in the past. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Versatile Knowledge | You gain proficiency in a skill of your choice. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Assisted Expertise | When you provide the help action to another and they make a skill check that you are proficient in, they may add the result of 1d4 to their skill check. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Knowledge | General | General | Free | Long Rest | No | |||||
| Expert Precision | Whenever you make a skill check using a Mental Ability for a skill you have expertise in, you may treat any result of the d20 roll as if you had rolled a 10 instead. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Skillful Aptitude II | You gain proficiency in a skill of your choice. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Assisted Expertise II | When you provide the help action to another and they make a skill check that you have expertise in, they may add the result of 2d4 to their skill check. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Mental Consistency | Whenever you make a skill check using a Mental Ability for a skill you have proficiency or expertise in, you may treat any result of the d20 as if you had rolled a 10 instead. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Advanced Specialization II | You gain expertise in a skill that you are proficient in. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Unerring Focus | Whenever you make a skill check using a Mental Ability (regardless of your expertise or proficiency in the skill), you may treat any result of the d20 as if you had rolled a 10 instead. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Advanced Specialization III | You gain expertise in a skill that you are proficient in. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Aethyr Insight | When you make a skill check using a Mental Ability that you have expertise in, you may exert your Aethyrflame to connect with the weave and extract the knowledge you need to succeed from the Aethyr. When you do so, you add +10 to the skill check. Once you use this feature, you can’t use it again until you complete a short or long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Knowledge | General | General | Free | Long Rest | No | |||||
| Mental Mastery | You have proficiency in all Mental Abilities. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Knowledge | General | General | None | Long Rest | No | |||||
| Intuitive Spellcasting | If you possess the Spellcasting Feature, the spells you have access to are innate to your Aethyrflame and are selected when you increase in level as a Spellfighter or Spellcaster. - Spellcasters innately know a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity level plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom). - Spellcasters also know a number of cantrips equal to their proficiency bonus. - Spellfighters innately know half as many spells, rounded up (sum of half of their Aethyrflame Intensity level and half of their spellcasting ability modifier, both rounded up). - Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up. - You also innately know a number of ritual spells within your Aethyr Domain equal to your proficiency bonus. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession, Suffusion | General | General | None | Long Rest | No | |||||
| Greater Reserves | Choose one: - You gain a number of metamagic points equal to proficiency bonus - You gain a number of antimagic points equal to your proficiency bonus - You gain a number of combat superiority dice equal to your proficiency bonus. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Acquired Boon | Choose one: - Acquired Boon - Artifact : You gain the Runesmith feature. You create 2 Aethyrflame Features of your choice. - You also gain the ability to identify, extract, and recharge artifact runes you find across the world of Geminaea. - Acquired Boon - Pact : You gain the Pact Magic feature of your chosen patron. You gain 2 Aethyrflame Features of your choice. - Acquired Boon - Gift : You’ve gained the favor of the Divines. You gain 2 Aethyrflame Features of your choice. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Acquired Boon - Artifact | You gain the Runesmith feature. You create 2 Aethyrflame Features of your choice. You also gain the ability to identify, extract, and recharge artifact runes you find across the world of Geminaea. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Acquired Boon - Pact | You gain the Pact Magic feature of your chosen patron. You gain 2 Aethyrflame Features of your choice. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Acquired Boon - Gift | You’ve gained the favor of the Divines. You gain 2 Aethyrflame Features of your choice. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Expanded Soultethers I | You gain an additional attunement slot. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Material Efficiency | When you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 100 times your proficiency bonus. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Possession | General | General | Free | Long Rest | No | |||||
| Runic Binding I | You can now bind a total of two Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the item. You are now also able to attune to a total of two rune-bound items instead of only one. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Reserves Recovery | As a bonus action, you may expend a hit die and regain one metamagic point, antimagic point, or combat superiority dice. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Possession | General | General | Bonus Action | Long Rest | No | |||||
| Greater Boons I | You gain one of the following, aligned with your choice at level 1: - Artifact: You gain 2 Aethyrflame Features of your choice. - Pact: You gain 2 Aethyrflame Features of your choice. - Gift: You gain 2 Aethyrflame Features of your choice. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Expanded Soultethers II | You gain an additional attunement slot. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Runic Binding II | You can now attune to three items affixed with runes at once instead of only two. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Replenishing Reserves | You regain all expended metamagic points and antimagic points when you complete a short rest. Additionally, if you have less than half of your combat superiority dice when you enter combat, you regain enough superiority dice to make up the difference (minimum of 1). | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Possession | General | General | Free | Long Rest | No | |||||
| Advanced Boons | You gain one of the following, aligned with your choice at level 1: - Artifact: You can activate a limited-use feature of a magical item that you are attuned without expending any limited uses or charges. Once you use this feature, it cannot be used again until you complete a long rest. - Pact: After you make an attack, ability check, or saving throw, you may expend two hit dice to re-roll. You make this decision before you know whether the roll succeeds or fails. You must use the result of the second roll. Once you use this feature, it cannot be used again until you complete a short rest. - Gift: You can call on your benefactor to intervene on your behalf when your need is great. Imploring your benefactor’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Possession Aethyrflame Intensity level, your benefactor intervenes. The DM chooses the nature of the intervention; the effect of any spell within your Aethyr Domain would be appropriate. If your benefactor intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Material Efficiency II | When you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 200 times your proficiency bonus. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Possession | General | General | Free | Long Rest | No | |||||
| Greater Boons II | You gain one of the following, aligned with your choice at level 1: - Artifact: You gain an Artifact Enchantment Rune of your choice. - Pact: You gain 2 Pact Invocations of your choice. - Gift: You gain 2 Gifted Boons of your choice. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Expanded Soultethers III | You gain an additional attunement slot. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Runic Binding III | You can now bind a total of three Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the item. You can now attune to four items affixed with runes at once instead of only three. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Possession | General | General | None | Long Rest | No | |||||
| Rapid Attunement | You can use an action to attune your Aethyrflame to a magical item. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Possession | General | General | Action | Long Rest | No | |||||
| Ultimate Boons | You gain one of the following, aligned with your choice at level 1: - Artifact: When you complete a long rest, you may select one of your attuned magical items with limited-use features to double the number of times those features can be used (for example, 10 charges becomes 20; Once per short rest or long rest becomes twice per rest). That item’s uses recharge twice as much the next time it recharges. - You also gain an Artifact Enchantment Rune of your choice. - Pact: When you fail a saving throw against a magical effect, you can choose to succeed instead by invoking your pact. When you do so, you gain 1 point of exhaustion as payment exacted by your patron. Once you use this feature, you can’t use it again until you complete a short rest. - You also gain a Pact Invocation of your choice. - Gift: When you beseech your benefactor to intervene on your behalf, you roll two d100’s and take the lower result. If your attempt to beseech your benefactor fails, you still receive a lesser boon according to the assistance you’ve requested. - You also gain a Gifted Boon of your choice. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Possession | General | General | Varies | Long Rest | No | |||||
| Inspiring Presence | You gain the Bardic Inspiration and the Font of Inspiration feature. You gain the Guidance cantrip with a range of 60 feet. You can use Bardic Inspiration on yourself. You gain an Aura of your choice. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Dedication | General | General | Varies | Long Rest | No | |||||
| Resilient Vigor | You are immune to poison and disease. You have resistance to poison damage. You cannot be magically aged. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Dedication | General | General | None | Long Rest | No | |||||
| Aethyrial Vitality | Whenever you regain hit points, you gain an additional amount equal to your Aethyr bonus (proficiency bonus). | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Dedication | General | General | Free | Long Rest | No | |||||
| Realized Purpose | - You gain one of the following features, according to your chosen dedication. - Balance: Equilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both creatures are within 30 feet of you, all damage they take is halved (rounded down) and both linked creatures suffer from damage taken by the other. This effect lasts 8 hours or until you use it again. Once you use this feature, it cannot be used again until you complete a short rest. - Destruction: Shattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles, splinters, fractures, or disintegrates (whatever is appropriate for the object’s materials). If that object is being worn or carried, you must succeed on an Acrobatics or Slight of Hand check contested by the Dexterity Saving Throw of the wielder of the object. On a failure, you do not touch the item but your use of this feature is not expended. Once you use this feature, it cannot be used again until you complete a short rest. - Anarchy: Chaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become frenzied and must use their action before moving on each of its turns to make a melee attack against the closest creature other than itself. If multiple creatures are closest, the frenzied creature’s target is chosen at random. If no creatures are within melee range, the frenzied creature must use its movement to move toward the closest creature and attack if the frenzied creature can reach them after moving. If the frenzied creature cannot perceive any creatures around them, they attack random objects in their vicinity instead. The frenzied creature can repeat the saving throw against this effect at the end of each turn. - Order: Liberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when charmed or possessed. Once you use this feature, it cannot be used again until you complete a short rest. - Love: Enchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of targeting you with an attack for up to 1 minute. Whenever the enraptured creature sees you take damage, they take 1d8+Aethyr Ability Mod psychic damage and they must use their future actions and movement to punish the source that dealt damage to you. The enraptured creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest. - Hate: Vengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature with this feature, they can sense your ire, distance, and direction. You can sense the hit point threshold level of your hated target, you have advantage on attacks against the creature, and they have disadvantage on saving throws you force them to make. When the creature dies, you may use your reaction to immediately select a new target to be the focus of your hate. Once you use this feature, it cannot be used again until you complete a short rest. - Creation: Aethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger than 5-feet on any side). The item appears in your hand composed of an aethyrial and translucent material. After you’ve conjured an item in this way, you can use your bonus action to re-summon the item to your hand. The item dissolves into Aethyr when consumed or imbibed by a creature but otherwise functions normally and lasts until dismissed or you conjure another item using this feature. Once you use this feature, it cannot be used again until you complete a short rest. - Death: Mortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that you can see within 60 feet makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Upon a failure, the creature is doomed for the next minute while within 60 feet of you. While doomed, they cannot regain hit points and automatically fail death saving throws. Regardless of the result of the target’s saving throw, you learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. The doomed creature can repeat the saving throw against this effect at the end of each turn. Once you use this feature, it cannot be used again until you complete a short rest. - Life: Restorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature automatically resists this effect. For the next minute, while the creature is within 60 feet of you, whenever the creature regains hit points, they also gain the same number of temporary hit points and they automatically succeed on death saving throws. You learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. Once you use this feature, it cannot be used again until you complete a short rest. - Magic: Spellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its power. When you do so, choose one of the options below. Once you use this feature, it cannot be used again until you complete a short rest. - You regain a spell slot of level equal to or less than the triggering spell. - Roll a number of hit dice equal to the level of the triggering spell. You gain temporary hit points equal to the rolled result. - Nature: Wild Surge. You can innately cast Wrath of Nature . Once you use this feature, it cannot be used again until you complete a short rest. - Desire: Thoughtweaver's Insight. You can innately cast Detect Thoughts . Once you use this feature, it cannot be used again until you complete a short rest. - Luck: Steal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you sap their luck from them over the next minute. For the duration, the sapped creature gains disadvantage on all d20 rolls they make and you gain advantage on all d20s you make. The sapped creature can repeat the saving throw at the end of each of its turns to end the effect. Once you use this feature, it cannot be used again until you complete a short rest. - War: Retaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the creature is not within melee range of you, you may switch to a ranged weapon as a free action before attacking. You have advantage on all of the attacks made during this attack action. Once you use this feature, it cannot be used again until you complete a short rest. - Peace: Serenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you suppress their appetite for violence. For the duration, the suppressed creature has disadvantage on attacks and any damage they deal is halved, rounded down. The suppressed creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest. - Light: Luminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used again until you complete a short rest. - Shadow: Embrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest. - Knowledge: Erudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s understanding of that effect. The creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of using that spell or Aethyr power until they complete a short rest. Once you use this feature, it cannot be used again until you complete a short rest. - Change: Mutable Creativity. You can innately cast Polymorph . Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedication | General | General | Varies | Long Rest | No | |||||
| Dedication: Balance II | Equilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both creatures are within 30 feet of you, all damage they take is halved (rounded down) and both linked creatures suffer from damage taken by the other. This effect lasts 8 hours or until you use it again. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Destruction II | Shattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles, splinters, fractures, or disintegrates (whatever is appropriate for the object’s materials). If that object is being worn or carried, you must succeed on an Acrobatics or Slight of Hand check contested by the Dexterity Saving Throw of the wielder of the object. On a failure, you do not touch the item but your use of this feature is not expended. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Anarchy II | Chaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become frenzied and must use their action before moving on each of its turns to make a melee attack against the closest creature other than itself. If multiple creatures are closest, the frenzied creature’s target is chosen at random. If no creatures are within melee range, the frenzied creature must use its movement to move toward the closest creature and attack if the frenzied creature can reach them after moving. If the frenzied creature cannot perceive any creatures around them, they attack random objects in their vicinity instead. The frenzied creature can repeat the saving throw against this effect at the end of each turn. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Order II | Liberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when charmed or possessed. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Love II | Enchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of targeting you with an attack for up to 1 minute. Whenever the enraptured creature sees you take damage, they take 1d8+Aethyr Ability Mod psychic damage and they must use their future actions and movement to punish the source that dealt damage to you. The enraptured creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Hate II | Vengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature with this feature, they can sense your ire, distance, and direction. You can sense the hit point threshold level of your hated target, you have advantage on attacks against the creature, and they have disadvantage on saving throws you force them to make. When the creature dies, you may use your reaction to immediately select a new target to be the focus of your hate. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Creation II | Aethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger than 5-feet on any side). The item appears in your hand composed of an aethyrial and translucent material. After you’ve conjured an item in this way, you can use your bonus action to re-summon the item to your hand. The item dissolves into Aethyr when consumed or imbibed by a creature but otherwise functions normally and lasts until dismissed or you conjure another item using this feature. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Death II | Mortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that you can see within 60 feet makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Upon a failure, the creature is doomed for the next minute while within 60 feet of you. While doomed, they cannot regain hit points and automatically fail death saving throws. Regardless of the result of the target’s saving throw, you learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. The doomed creature can repeat the saving throw against this effect at the end of each turn. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Life II | Restorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature automatically resists this effect. For the next minute, while the creature is within 60 feet of you, whenever the creature regains hit points, they also gain the same number of temporary hit points and they automatically succeed on death saving throws. You learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Magic II | Spellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its power. When you do so, choose one of the options below. Once you use this feature, it cannot be used again until you complete a short rest. - You regain a spell slot of level equal to or less than the triggering spell. - Roll a number of hit dice equal to the level of the triggering spell. You gain temporary hit points equal to the rolled result. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Nature II | Wild Surge. You can innately cast Wrath of Nature . Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Desire II | Thoughtweaver's Insight. You can innately cast Detect Thoughts . Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Luck II | Steal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you sap their luck from them over the next minute. For the duration, the sapped creature gains disadvantage on all d20 rolls they make and you gain advantage on all d20s you make. The sapped creature can repeat the saving throw at the end of each of its turns to end the effect. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: War II | Retaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the creature is not within melee range of you, you may switch to a ranged weapon as a free action before attacking. You have advantage on all of the attacks made during this attack action. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Peace II | Serenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you suppress their appetite for violence. For the duration, the suppressed creature has disadvantage on attacks and any damage they deal is halved, rounded down. The suppressed creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Light II | Luminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Shadow II | Embrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Knowledge II | Erudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s understanding of that effect. The creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of using that spell or Aethyr power until they complete a short rest. Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Change II | Mutable Creativity. You can innately cast Polymorph . Once you use this feature, it cannot be used again until you complete a short rest. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Exalting Presence | You gain the Superior Inspiration feature. When you use Bardic Inspiration on another creature, you also gain its effects. You gain an Aura of your choice. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Dedication | General | General | Varies | Long Rest | No | |||||
| Eternal Vigor | You are immune to poison damage. You no longer age. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Dedication | General | General | None | Long Rest | No | |||||
| Transcendental Vitality | Whenever an effect restores your hit points by rolling healing dice, you regain the maximum possible result of those healing dice instead of their result. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Dedication | General | General | Free | Long Rest | No | |||||
| Exalted Purpose | - You gain one of the following features, according to your chosen dedication. - Balance: Harmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types and advantage on all saving throws for 1 minute. Additionally, whenever you deal damage to a creature, you can choose to deal radiant, necrotic, or force damage. Once you use this feature, it cannot be used again until you complete a long rest. - Destruction: Divine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects with less than 100 hit points that aren’t being worn or carried crumble, splinter, fracture, or disintegrate (whatever is appropriate for the object’s materials). Creatures hit by this wave of force must make a Constitution saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they take 6d12 force damage, are pushed up to 60 feet away from you, and fall prone. Creatures who succeed on the saving throw take half damage, rounded down, are not pushed away and do not fall prone. Once you use this feature, it cannot be used again until you complete a long rest. - Anarchy: Riotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects that aren’t being worn or carried are animated as if they were under the affects of the Animate Objects spell. All impacted creatures become violently deranged and lose reason if they fail a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Objects animated by this effect automatically fail the saving throw. Deranged creatures must use their movement and actions each turn to attack a random creature within 30 feet of them (as chosen by the game master). At the end of each deranged creature’s turn, they may repeat the saving throw (objects animated by this effect automatically fail). Once you use this feature, it cannot be used again until you complete a long rest. - Order: Divine Arbitration. You can innately cast Dominate Monster or Mass Suggestion . When you do so, you may target twice as many creatures to be effected by that spell. Once you use this feature, it cannot be used again until you complete a long rest. - Love: Empathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can see within 60 feet. For 1 hour, they become connected on a deep emotional level and while connected this way, they gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest. - They can communicate telepathically with each other, regardless of language barriers, distance, and planar divide. They are continuously aware of each other’s wellbeing, mood, spirit, and health (if they choose to share it). - As a reaction, they may choose to suffer the damage or harmful effect that threatens another creature bonded with them they can see within 30 feet. They become the target of a harmful spell effect or make a saving throw against a spell effect instead of the originally threatened creature. The originally threatened creature is entirely shielded from the triggering effect and the reacting creature is treated as if they were the original target of the triggering effect. Once a creature uses this ability, they cannot do so until unioned again. - As a reaction when one of them falls to 0 hit points another bonded creature within 30 feet can use their reaction to sacrifice all of their hit points instead and instantly restore the other with that many points of healing. The sacrificing creature drops to 0 hit points and is stabilized. Once a creature uses this ability, they cannot do so until unioned again. - Hate: Malevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that overwhelms the weak-minded. All creatures within a 60-foot cone must make an Intelligence saving throw or take 12d12 psychic damage and be stunned for 1 minute. A successful save halves the damage and negates the stun. Once you use this feature, it cannot be used again until you complete a long rest. - Creation: Genesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring any non-artifact item, creature, or structure within it as long as you continue to concentrate on your imagined realm. This pocket dimension lasts for 1 hour. While it lasts and you are not within your pocket dimension, you can use an action to instantly transport from your location to a location of your choice within your pocket realm. While in your realm, you may also use an action to instantly teleport back to where you originally entered your realm from or to any location of your choice within your realm. When you use this ability to teleport, you can choose to take along any number of willing creatures you are touching and creatures linked to those you are touching. Once you have created a pocket dimension this feature, you cannot create one again until you complete a long rest. - Life: Vital Renewal. You can innately cast Mass Heal or Power Word Heal . Once you use this feature, it cannot be used again until you complete a long rest. - Death: Mortal Sanctuary. You can innately cast Death Ward . When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of the spell. Once you use this feature, it cannot be used again until you complete a long rest. - Magic: Arcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you concentrate on this form, you gain resistance to all damage from magical effects and advantage on saves against magical effects. You also have advantage on all spell attack rolls and creatures have disadvantage on saves against your magical effects. Once you use this feature, it cannot be used again until you complete a long rest. - Nature: Primal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest. - You instantly cast Plant Growth without expending a spell slot. - You have resistance to bludgeoning, piercing, and slashing damage. - You gain the effects of the Tree Stride spell without requiring concentration. - You can cast innately cast absorb elements without expending a spell slot. - You can speak with animals and plants, and they are compelled to assist and share information with you as they would a with a trusted ally or family. - Desire: Allure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod). On a failed save, they are charmed by you while you concentrate on this effect and must follow your commands for up to 1 hour. A successful save negates the effect. Once you use this feature, it cannot be used again until you complete a long rest. - Luck: Fortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls, ability checks, and saving throws for 1 minute. Additionally, whenever they roll a 1, it is treated as a natural 20 instead. Once you use this feature, it cannot be used again until you complete a long rest. - War: Envigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of your choice within 120 ft can use their reaction to move up to their movement and take an extra attack action or cast a spell that requires a spell attack. Once you use this feature, it cannot be used again until you complete a long rest. - Peace: Celestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) or be calmed and pacified for 1 minute. While affected, they are unable to engage in violence, and their aggressive actions are magically hindered. Additionally, they regain hit points equal to your total Devotion level at the start of each of their turns. Once you use this feature, it cannot be used again until you complete a long rest. - Light: Radiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet around you. The radiant energy of this blast gathers around 8 creatures of your choice that you designate as either friend or foe. Friends gain 4d8 temporary hit points and are resistant to radiant and fire damage for as long as they have any temporary hit points from this effect remaining. Foes must make a Constitution saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) and upon a failure, they take 4d8 radiant damage and are vulnerable to radiant and fire damage until they regain any hit points. Foes that succeed on the saving throw take damage and do not become vulnerable to radiant nor fire damage. Once you use this feature, it cannot be used again until you complete a long rest. - Shadow: Tenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up to 8 creatures of your choice within 60 feet gain the ability to see through magical darkness for 1 hour. Creatures within the shroud have resistance to radiant damage. Once you use this feature, it cannot be used again until you complete a long rest. - Knowledge: Omniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy weaknesses, or hidden information that you focus your mind on. You automatically succeed on all Intelligence-based checks and saving throws. Once you use this feature, it cannot be used again until you complete a long rest. - Change: Metamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedication | General | General | Varies | Long Rest | No | |||||
| Dedication: Balance III | Harmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types and advantage on all saving throws for 1 minute. Additionally, whenever you deal damage to a creature, you can choose to deal radiant, necrotic, or force damage. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Destruction III | Divine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects with less than 100 hit points that aren’t being worn or carried crumble, splinter, fracture, or disintegrate (whatever is appropriate for the object’s materials). Creatures hit by this wave of force must make a Constitution saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they take 6d12 force damage, are pushed up to 60 feet away from you, and fall prone. Creatures who succeed on the saving throw take half damage, rounded down, are not pushed away and do not fall prone. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Anarchy III | Riotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects that aren’t being worn or carried are animated as if they were under the affects of the Animate Objects spell. All impacted creatures become violently deranged and lose reason if they fail a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Objects animated by this effect automatically fail the saving throw. Deranged creatures must use their movement and actions each turn to attack a random creature within 30 feet of them (as chosen by the game master). At the end of each deranged creature’s turn, they may repeat the saving throw (objects animated by this effect automatically fail). Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Order III | Divine Arbitration. You can innately cast Dominate Monster or Mass Suggestion . When you do so, you may target twice as many creatures to be effected by that spell. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Love III | Empathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can see within 60 feet. For 1 hour, they become connected on a deep emotional level and while connected this way, they gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest. - They can communicate telepathically with each other, regardless of language barriers, distance, and planar divide. They are continuously aware of each other’s wellbeing, mood, spirit, and health (if they choose to share it). - As a reaction, they may choose to suffer the damage or harmful effect that threatens another creature bonded with them they can see within 30 feet. They become the target of a harmful spell effect or make a saving throw against a spell effect instead of the originally threatened creature. The originally threatened creature is entirely shielded from the triggering effect and the reacting creature is treated as if they were the original target of the triggering effect. Once a creature uses this ability, they cannot do so until unioned again. - As a reaction when one of them falls to 0 hit points another bonded creature within 30 feet can use their reaction to sacrifice all of their hit points instead and instantly restore the other with that many points of healing. The sacrificing creature drops to 0 hit points and is stabilized. Once a creature uses this ability, they cannot do so until unioned again. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Hate III | Malevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that overwhelms the weak-minded. All creatures within a 60-foot cone must make an Intelligence saving throw or take 12d12 psychic damage and be stunned for 1 minute. A successful save halves the damage and negates the stun. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Creation III | Genesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring any non-artifact item, creature, or structure within it as long as you continue to concentrate on your imagined realm. This pocket dimension lasts for 1 hour. While it lasts and you are not within your pocket dimension, you can use an action to instantly transport from your location to a location of your choice within your pocket realm. While in your realm, you may also use an action to instantly teleport back to where you originally entered your realm from or to any location of your choice within your realm. When you use this ability to teleport, you can choose to take along any number of willing creatures you are touching and creatures linked to those you are touching. Once you have created a pocket dimension this feature, you cannot create one again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Life III | Vital Renewal. You can innately cast Mass Heal or Power Word Heal . Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Death III | Mortal Sanctuary. You can innately cast Death Ward. When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of the spell. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Magic III | Arcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you concentrate on this form, you gain resistance to all damage from magical effects and advantage on saves against magical effects. You also have advantage on all spell attack rolls and creatures have disadvantage on saves against your magical effects. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Nature III | Primal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest. - You instantly cast Plant Growth without expending a spell slot. - You have resistance to bludgeoning, piercing, and slashing damage. - You gain the effects of the Tree Stride spell without requiring concentration. - You can cast innately cast absorb elements without expending a spell slot. - You can speak with animals and plants, and they are compelled to assist and share information with you as they would a with a trusted ally or family. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Desire III | Allure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod). On a failed save, they are charmed by you while you concentrate on this effect and must follow your commands for up to 1 hour. A successful save negates the effect. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Luck III | Fortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls, ability checks, and saving throws for 1 minute. Additionally, whenever they roll a 1, it is treated as a natural 20 instead. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: War III | Envigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of your choice within 120 ft can use their reaction to move up to their movement and take an extra attack action or cast a spell that requires a spell attack. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Peace III | Celestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) or be calmed and pacified for 1 minute. While affected, they are unable to engage in violence, and their aggressive actions are magically hindered. Additionally, they regain hit points equal to your total Devotion level at the start of each of their turns. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Light III | Radiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet around you. The radiant energy of this blast gathers around 8 creatures of your choice that you designate as either friend or foe. Friends gain 4d8 temporary hit points and are resistant to radiant and fire damage for as long as they have any temporary hit points from this effect remaining. Foes must make a Constitution saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) and upon a failure, they take 4d8 radiant damage and are vulnerable to radiant and fire damage until they regain any hit points. Foes that succeed on the saving throw take damage and do not become vulnerable to radiant nor fire damage. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Shadow III | Tenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up to 8 creatures of your choice within 60 feet gain the ability to see through magical darkness for 1 hour. Creatures within the shroud have resistance to radiant damage. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Knowledge III | Omniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy weaknesses, or hidden information that you focus your mind on. You automatically succeed on all Intelligence-based checks and saving throws. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Dedication: Change III | Metamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again until you complete a long rest. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Dedicated Purpose | Dedication | General | General | Varies | Varies | No | ||||
| Suffusion Ability Enhancement I | Your lowest and your highest ability score increases by 1, up to a maximum of 20. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Bodily Improvement I | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 1 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Intrinsic Power I | Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Suffusion | General | General | Free | Long Rest | No | |||||
| Suffusion Bodily Improvement II | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 4 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Ability Enhancement II | Increase one ability score of your choice by 1, up to a maximum of 20. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Bodily Improvement III | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 7 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Intrinsic Power II | Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest. You cannot choose a feature that you have previously chosen. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Bodily Improvement IV | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 10 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Ability Enhancement III | Increase one ability score of your choice by 1, up to a maximum of 20. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Bodily Improvement V | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 13 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Intrinsic Power III | Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest. You cannot choose a feature that you have previously chosen. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Suffusion | General | General | Free | Long Rest | No | |||||
| Suffusion Bodily Improvement VI | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 16 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Peerless Ability | The value of two ability scores of your choice become 24. If you already naturally possess an ability score greater than 20 in either of your chosen abilities, increase that ability’s score by 4 instead (for example, a 22 in Strength becomes a 26 instead). | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Suffusion Bodily Improvement VII | You gain one Bodily Improvement of your choice. | Aethyrspark Source Feature | 0 | 19 | Aethyrspark Source | Suffusion | General | General | None | Long Rest | No | |||||
| Martial Bodily Improvement I | You gain one Bodily Improvement of your choice. | Aethyrspark Technique Feature | 0 | 2 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | Long Rest | No | |||||
| Martial Bodily Improvement II | You gain one Bodily Improvement of your choice. | Aethyrspark Technique Feature | 0 | 7 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | Long Rest | No | |||||
| Martial Bodily Improvement III | You gain one Bodily Improvement of your choice. | Aethyrspark Technique Feature | 0 | 12 | Aethyrspark Technique | General | Martial, Spellfighter | General | None | Long Rest | No | |||||
| Martial Bodily Improvement IV | You gain one Bodily Improvement of your choice. | Aethyrspark Technique Feature | 0 | 16 | Aethyrspark Technique | General | Martial | General | None | Long Rest | No | |||||
| Martial Bodily Improvement V | You gain one Bodily Improvement of your choice. | Aethyrspark Technique Feature | 0 | 19 | Aethyrspark Technique | General | Martial | General | None | Long Rest | No | |||||
| Metamagic - Careful Spell | When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Aethyrflame Ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Distant Spell | When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Empowered Spell | When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Aethyrflame Ability modifier (minimum of one). You must use the new rolls. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Extended Spell | When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Heightened Spell | When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Quickened Spell | When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Subtle Spell | When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Twinned Spell | When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Seeking Spell | If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Metamagic - Transmuted Spell | When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. | Sorcerer Metamagic Ability | 0 | 1 | Metamagic | Metamagic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||
| Aethyr Nullification | Your intense study, exposure, or innate talent for countering the arcane arts has granted you the unique ability to tap into the very fabric of magic, nullifying and manipulating its energy. This has resulted in your capacity to wield a pool of specialized energy called Nullification Points. ### Note: This feature (and related anti-magic abilities) can be acquired without consuming Aethyrpoints by Spellcasters and Spellfighters when they reach a certain level. This feature can also be purchased by anyone (including Martials) by spending Aethyrpoints. Nullification Points: Your Aethyrflame Intensity level determines the number of Nullification Points you have, as shown in the table below. Spending Nullification Points allows you to activate your anti-magic abilities. You start with all your Nullification Points at the beginning of the day, and you must finish a long rest before you regain expended points. Nullification Points per Level | Aethyrflame Intensity Levels | Nullification Points (Spellcaster) | Nullification Points (Spellfighter/Martial) | | --- | --- | --- | | Level 1-2 | 2 | 1 | | Level 3-4 | 4 | 2 | | Level 5-6 | 6 | 3 | | Level 7-8 | 8 | 4 | | Level 9-10 | 10 | 5 | | Level 11-12 | 12 | 6 | | Level 13-14 | 14 | 7 | | Level 15-16 | 16 | 8 | | Level 17-18 | 18 | 9 | | Level 19-20 | 20 | 10 | Using Anti-Magic Abilities: Each anti-magic ability has a nullification point cost associated with it. You must expend the required nullification points to activate the ability. If you do not have enough nullification points left, you cannot activate that ability. Regenerating Nullification Points: Many Anti-Magic features can regenerate some or all of the nullification points expended to use them. For example, every time you successfully disrupt a spell being cast using Antimagic - Counterspell, you regain 1 nullification point for every 2 levels of the spell disrupted. This represents the raw magical energy you've nullified being captured for future use. The most nullification points you can regain in this manner between short or long rests is equal to your proficiency bonus. Learning Anti-Magic Abilities: When you first gain the Aethyr Nullification feature, you start with Antimagic - Detect Magic and Antimagic - Identify along with one anti-magic ability slot. You gain more anti-magic ability slots as you gain levels, as shown in the table below. To fill these slots, you must obtain an Anti-Magic Aethyr Feature that you meet the requirements for by expending the required Aethyr Points or by acquiring one from your Aethyrflame Technique Levels. Each time your Aethyrflame Intensity Level increases, you may refund the Aethyr Points expended to obtain an anti-magic feature and obtain another one. Anti-Magics Known per Level | Aethryflame Intensity Level | Anti-Magic Slots | | --- | --- | | 1 | 1 | | 3 | 2 | | 5 | 3 | | 7 | 4 | | 9 | 5 | | 11 | 6 | | 13 | 7 | | 15 | 8 | | 17 | 9 | | 20 | 10 | | Homebrewed Antimagic Ability | 10 | 1 | Antimagic | General | General | General | Nullification Points | None | Long Rest | No | ||||
| Antimagic - Detect Magic | As an action, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to expend a nullification point to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The faint aura around any magical creatures or objects remains visible to you for 1 minute. The detection can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Nullification Point Cost: 0 Nullification Points Regenerated: None | Antimagic Spell | 0 | 1 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 0 | Long Rest | No | ||
| Antimagic - Identify | You choose one object that you must touch throughout the casting of this 10-minute ritual. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. You can speed the completion of this 10-minute ritual down to an action (6 seconds) by expending a nullification point. Nullification Point Cost: 0 Nullification Points Regenerated: None | Antimagic Spell | 0 | 1 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | 1 Minute | 0 | Long Rest | No | ||
| Antimagic - Counterspell | You attempt to interrupt a creature you can see within 60 feet of you who is in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Increased Nullification Potency. You may choose to expend additional nullification points when you use this ability. If you do, the interrupted spell has no effect if its level is less than or equal to the number of nullification points you used. Nullification Point Cost: 3 plus 1 for each additional potency level chosen Nullification Points Regenerated: 1 nullification point for every 2 levels of the spell disrupted, rounded up | Antimagic Spell | 10 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 3 | Long Rest | No | ||
| Antimagic - Dispel Magic | As an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. Increased Nullification Potency. You may choose to expend additional nullification points when you use this ability. If you do, the effect is automatically dispelled its level is less than or equal to the number of nullification points you used. Nullification Point Cost: 3 plus 1 for each additional potency level chosen Nullification Points Regenerated: 1 nullification point for every 2 levels of the spell dispelled, rounded up | Antimagic Spell | 10 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 3 | Long Rest | No | ||
| Antimagic - Protection from Energy | As an action, you weaken the ability of the weave surrounding a creature to carry energy of a particular type. For up to an hour or for as long as you maintain concentration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Nullification Point Cost: 3 Nullification Points Regenerated: 0 | Antimagic Spell | 10 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 3 | Long Rest | No | ||
| Antimagic - Remove Curse | Through a 10-minute ritual you can dispell any dark magic leaching on a creature or object. At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Nullification Point Cost: 3 Nullification Points Regenerated: 0 | Antimagic Spell | 15 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 3 | Long Rest | No | ||
| Antimagic - Circle of Power | As an action, you cause nullification energy to radiate from you, distorting and diffusing magical energy within 30 feet of you. For up to 10 minutes (or until you lose concentration on maintaining the effect), the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws. Nullification Point Cost: 5 Nullification Points Regenerated: 1 for each time a creature succeeds on a saving throw against a spell or magical effect while within the aura. | Antimagic Spell | 20 | 9 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 5 | Long Rest | No | ||
| Antimagic - Dispel Evil and Good | As an action, you summon shimmering energy which surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For up to 1 minute (or until your lose concentration on maintaining the effect), celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. Nullification Point Cost: 4 Nullification Points Regenerated: None | Antimagic Spell | 20 | 9 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 4 | Long Rest | No | ||
| Antimagic - Forbiddance | Through a 10 minute ritual, which requires the materials listed below, you create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the next 24 hours, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. Materials - (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) Nullification Point Cost: 8 Nullification Points Regenerated: 2 for every creature of the chosen type who is slain within the effected area | Antimagic Spell | 30 | 11 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | 10 Minutes | 8 | Long Rest | No | ||
| Antimagic - Antimagic Field | As an action, you summon a 10-foot-radius invisible sphere of antimagic around you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. For up to an hour, of until you lose concentration on maintaining the effect, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other. Nullification Point Cost: 10 Nullification Points Regenerated: None | Antimagic Spell | 35 | 15 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 10 | Long Rest | No | ||
| Antimagic - Magic Siphon | You are able to drain the magical energy from an ongoing spell or enchanted object in the vicinity, turning that energy into temporary hit points or using it to power your own abilities. As a reaction when you see a spell cast within 120 feet of you, or as an action when you touch an enchanted object or creature, you can attempt to siphon some of its magical energy. You make an anti-magic check using your Aethyrflame Spellcasting Ability against a DC of 10 plus the spell’s level (the GM determines the DC when siphoning from an enchanted object). Upon a success, the magic of the triggering spell or touched object is slightly diminished. The spell is cast as though it were 1 spell level lower (cantrips are entirely nullified) and magical items have their effects temporarily diminished in a manner determined by the GM. When you siphon a spell or effect, you choose between gaining 5 temporary hit points per level of the siphoned spell or 1 nullification point per level of the siphoned spell (the GM determines the appropriate “level” of non-spell effects and objects). Nullification Point Cost: 1 Nullification Points Regenerated: 1 for each level of the spell siphoned (unless converted into temporary hit points) | Homebrewed Antimagic Ability | 15 | 3 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 1 | Long Rest | No | ||
| Antimagic - Arcane Bounce | As a reaction, when you are affected by another creature’s spell, you can reflect it back to its caster or source. You make an anti-magic check using your Aethyrflame Spellcasting Ability against a DC of 12 plus the spell’s level. Upon a success, you suffer the spell’s effects, but the spell’s effect is also rebounded back to the caster or source (if the original spell had an area of effect, only the caster or source is effected in a small pocket that surrounds them). Nullification Point Cost: 4 Nullification Points Regenerated: 2 | Homebrewed Antimagic Ability | 15 | 7 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 4 | Long Rest | No | ||
| Antimagic - Nullifying Aura | As a bonus action, a 5ft radius aura of Aethyr entanglement surrounds you, potentially weakening spells that come within its range. Casters of spells which pass through the aura must succeed on a spellcasting ability check against your Aethyrflame Spell Save DC or have their damage reduced to half. Any non-damaging spells which pass through the aura or target creatures within the aura must make the same check or have their duration shortened to half. Any creature within the area which make saving throws against a magical effect do so with advantage. This aura lasts for up to 1 minute or until you lose concentration on maintaining its effect. Nullification Point Cost: 3 Nullification Points Regenerated: 1 for each spell reduced. | Homebrewed Antimagic Ability | 20 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Bonus Action | 3 | Long Rest | No | ||
| Antimagic - Spell Echo | As a reaction, when you see another creature cast a spell within 30 feet of you, you can store a copy of it within your Aethyrflame. Later, using the same type of action as required to cast the original spell, you can release the copy, replicating the spell's effects at a diminished capacity without requiring a spell slot. If the spell requires creatures to make a saving throw, they make it against your Aethyrflame Spell Save DC with advantage. If the spell does damage, that damage is halved. If the spell has a duration, that duration is halved. You can have only 1 spell stored within your Aethyrflame at a time and a stored spell can be stored for up to 1 minute before its magic dissipates. Nullification Point Cost: 3 Nullification Points Regenerated: 2 if the copied spell is successfully cast and effects a creature with an Aethyrsoul. | Homebrewed Antimagic Ability | 15 | 4 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 3 | Long Rest | No | ||
| Antimagic - Rift Step | As a reaction, when you are effected by a spell or magical effect, you can teleport up to 120 feet by stepping through the rift left in the weave of magic by that spell. You appear within a 5 foot square of your choice next to the source of the triggering spell or magical effect. Nullification Point Cost: 3 Nullification Points Regenerated: None | Homebrewed Antimagic Ability | 20 | 9 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 3 | Long Rest | No | ||
| Antimagic - Arcane Silence | As an action, you magically silence a creature you can see within 120 feet. That creature must make a Spellcasting Ability Check against your Aethyrflame Spell Save DC or be silenced, making them unable to cast spells with a verbal component for the next minute. The creature can attempt to end this affect early by attempting to cast a spell with a verbal component and repeating the saving throw. Upon a success, their spell fails but they are no longer silenced. Nullification Point Cost: 2 Nullification Points Regenerated: 1 for each spell with a verbal component stifled | Homebrewed Antimagic Ability | 15 | 3 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 2 | Long Rest | No | ||
| Antimagic - Warp Magic | When a spell targets you or you are within its area of effect, you can use your reaction to rip open the weave in the area as the spell resolves. Its effects are twisted or changed in unpredictable ways, potentially backfiring on the caster. Roll a d20 to determine the effect on the Warp Magic Effects table below. Warp Magic Effects Table | Effect | Description | | --- | --- | | Backlash Arcana | The spell's energy surges back to the caster, causing them to lose a spell slot of the spell's level. | | Aethyric Echo | The spell doubles in area of effect or duration. | | Null Zone | A 10-foot-radius sphere around the point of casting becomes an area where magic cannot function for 1 round. | | Temporal Twist | Time accelerates for a moment; everyone affected by the spell gets another immediate action. | | Elemental Flux | The damage type of the spell changes randomly (fire, cold, lightning, acid, etc.). | | Mystic Confusion | Caster forgets the spell they just cast for 24 hours. | | Mirror Mirage | The spell's effects target a random creature within range. | | Gravity Warp | Gravity reverses for 1 round in a 15-foot radius around the point of casting. | | Sensory Overload | All creatures in a 20-foot radius become blinded and deafened for 1 round. | | Pure Chaos | Roll twice more on this table and apply both effects. | | Arcane Explosion | A burst of energy emanates from the spell's point of origin, dealing force damage equal to the spell's level to all within 10 feet. | | Eldritch Tether | Caster and target are magically tethered together for 1 minute; any damage dealt to one also affects the other. | | Whimsical Polymorph | Random creatures within the spell's range turns into a harmless animal (like a frog or chicken) for 1 round. | | Reality Ripple | A duplicate of the target appears for 1 round. It mirrors all the target's actions but deals no damage. | | Disorienting Echo | The spell is cast, but its effects are delayed until the beginning of the caster's next turn. | | Chaotic Surge | The spell's power magnifies. If it deals damage, it deals maximum damage. If it heals, it heals the maximum amount. | | Temporal Lock | Target is frozen in time, becoming paralyzed for 1 round. | | Color Spray Storm | Brightly colored lights flash in the area, confusing all who see them. All creatures in a 20-foot radius must succeed on a Wisdom saving throw or be stunned for 1 round. | | Uncontrolled Growth | Random objects within 20 feet, including gear, weapons, and even pieces of the environment, grow or shrink dramatically for 1 minute. | | Eldritch Vortex | A swirling portal to a random plane of existence opens for 1 round. Anything that ends its turn within 5 feet of the portal risks being sucked in and transported to the other plane. | Nullification Point Cost: 3 Nullification Points Regenerated: None | Homebrewed Antimagic Ability | 20 | 6 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Reaction | 3 | Long Rest | No | ||
| Antimagic - Mystic Chains | As an action, you can bind a creature with an Aethyrsoul to the threads of the weave which surround them. The creature must succeed on a spellcasting ability check against your Aethyrflame Spell Save DC or become unable to cast spells or using magical items for up to 1 minute. The creature may attempt to end this affect early by using their action and expending a spell slot to attempt to break the binding. Their ability check against your spell save DC is increased by the level spell slot expended. Nullification Point Cost: 4 Nullification Points Regenerated: 1 Nullification Point for every 2 levels of the spell slots expended by the bound creature (rounded up, minimum of 1) | Homebrewed Antimagic Ability | 20 | 8 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 4 | Long Rest | No | ||
| Antimagic - Essence Lock | As an action you can tap into the Aethyrflame of a creature within 60 feet who has affected you with a spell in the last minute. The target must succeed on a spellcasting ability check or become essence locked, causing their Aethyrflame to be laid bare to you and up to 6 other creatures of your choice. For the next minute, the target has disadvantage on spell attack rolls against you or the creatures you chose and the chosen creatures have advantage on saving throws to resist spells cast by the essence locked creature. Nullification Point Cost: 3 Nullification Points Regenerated: 1 each time the essence locked creature casts a spell | Homebrewed Antimagic Ability | 20 | 5 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 3 | Long Rest | No | ||
| Antimagic - Veil of the Mundane | As an action, you create a thin veil from the weave to surround your Aethyrflame. For the next hour, you appear mundane and non-magical to any detection spells or abilities. Nullification Point Cost: 1 Nullification Points Regenerated: None | Homebrewed Antimagic Ability | 5 | 2 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 1 | Long Rest | No | ||
| Antimagic - Rune of Repulsion | As a ritual executed over the course of 10 minutes, you can place bright glowing magical runes in an area up to 10ft by 10ft that repulse or deflect spells cast into or out of it. Upon completion of the ritual, choose one of the following effect options below and up to 6 creatures. When a spell is cast by a creature (other than those chosen by you) passes through or effects a creature within the rune’s area, the chosen effect occurs. The circle of runes dissipates after a number of spells have been affected by the circle according to the number of nullification points expended to create it. Rune of Repulsion Effects | Effect Name | Description | | --- | --- | | Spell Reflection | The spell's effect is reflected directly back at the caster, treating them as the target instead. | | Magic Dampening | Any spell of 3rd level or lower that enters the area or targets a creature within the area is automatically dispelled. | | Time Distortion | The spell's effects are delayed by 1 round. For instance, if a fireball was cast into the area, it wouldn't explode until the end of the caster's next turn. | | Numbing Void | The spell's effects are halved. This could mean half damage, half duration, half area of effect, etc., depending on the nature of the spell. | | Energetic Saturation | The affected area becomes charged with the spell's energy instead of releasing immediately. The next creature to enter the area is subjected to the spell's effects. | | Runic Echo | A copy of the spell is stored within the runic circle and is cast again with the same targets after 6 seconds. | | Chaos Shift | The spell's target(s) are randomly reassigned to other target(s) within the spell's range. If the spell targets a point in space, roll 1d8 twice. The first d8 determines the direction the targeted location is shifted and the second determines the distance (in multiples of 5 ft) the spell shifts. | | Enervation | The spell consumes an additional spell slot from the caster of the same level. If they do not have another unused spell slot of the same level, their next lowest spell slot is consumed instead. | Nullification Point Cost: 2 for each charge of repulsion stored within the circle of runes Nullification Points Regenerated: 1 for every spell affected by the circle. | Homebrewed Antimagic Ability | 25 | 6 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | 10 Minutes | 2 per charge | Long Rest | No | ||
| Antimagic - Dampen Arcana | As an action, you leaden the threads of the weave within 10 ft of you for the next minute, causing color in the area to become saturated and distorted. Leveled spells which pass through the area or affect creatures within the area must be cast at least 1 spell level higher (or an additional spell slot of the same level) than normal or be dissipated. The aura fades after its affected a number of spells according to the amount of nullification points expended to create the aura. Nullification Point Cost: 2 for each charge of spell dampening Nullification Points Regenerated: 1 for each spell dampened | Homebrewed Antimagic Ability | 15 | 4 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 2 per charge | Long Rest | Yes | ||
| Antimagic - Breach Barrier | As an action, you rip a temporary tear in the weave through which spells and magical effects cannot penetrate. Any spells or magical effects cast into the barrier are absorbed and nullified. The shimmering void of dangling threads remains for 10 minutes and is 1 foot deep, up to 20 ft wide, and up to 20 ft high. Nullification Point Cost: 6 Nullification Points Regenerated: 1 for every spell or magical effect nullified by the tear. | Homebrewed Antimagic Ability | 20 | 10 | Antimagic | Aethyr Nullification | General | General | General | Nullification Points | Action | 6 | Long Rest | No | ||
| Bodily Improvement - Enhanced Stride | Your speed increases by 10. You may choose this option any number of times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Hardened Skin | Your base armor class increases by 1. You may choose this option up to 5 times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Versatile Mobility | You gain a movement type (swimming, gliding, burrowing). You may choose this option any number of times. Choosing a movement type you already have has no effect. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Arachnid Grip | You gain the ability to Spiderclimb. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Gravitational Harmony | You gain the ability to hover. You can ascend and make a controlled descent at a rate of half your movement speed (you can choose to descend faster in an uncontrolled fall). This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Expanded Perception | You gain a vision type (lowlight, infrasensory, tremorsense, darkvision, echolocation). You may choose this option any number of times. Choosing a vision type you already have has no effect. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Enhanced Vitality | You gain proficiency in a physical skill. You may choose this option any number of times. Choosing a proficiency you already have gives you expertise instead. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Invigorated Recovery | Your hit points increase by your hit die size plus your Constitution modifier. You may choose this option any number of times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Unyielding Will | You have advantage when rolling hit dice to regain hit points. You may choose this option only once. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Defiant Resolve | You gain proficiency in a saving throw. You may choose this option up to 2 times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Indomitable Resistance | When you fail a saving throw that you are proficient in, you may choose to succeed on the save instead. Once you use this feature, it cannot be used again until you finish a long rest. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Tireless Tenacity | You ignore the first exhaustion point you take. You may choose this option only once. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Quickened Recovery | You recover from 1 point of exhaustion after completing a short rest. You can only do this once per long rest. You may choose this option only once. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Wakeful Renewal | You do not need to sleep to gain the benefits of a long rest. You cannot be magically put to sleep. When you complete a long rest by sleeping, you gain an inspiration point that lasts until you complete your next long rest. You may choose this option only once. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Autotrophic System | You do not need to eat. When you complete a long rest after consuming a day’s worth of food, you gain temporary hit points equal to your level that last until your next long rest. You may choose this option only once. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Absorptive Skin | Your hit point hardiness increases by 4. (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level). You may choose this option any number of times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Fortified Resilience | Your hit point resistance increases by 2 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level). You may choose this option a number of times up to your proficiency bonus. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Elemental Resistance | You gain resistance to a damage type. You may choose this option up to 2 times. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Bodily Improvement - Immutable Resolve | You have advantage when saving against a condition of your choice: poisoned, paralyzed, prone, blinded, deafened, afraid You may choose this option any number of times. Choosing an option you already have has no effect. This feature cannot be obtained by expending Aethyrpoints. | Suffusion Feature | 0 | 0 | Bodily Improvement | General | Martial, Spellfighter | General | None | None | None | Long Rest | No | |||
| Boon of Balance - Equilibrium Touch | Creatures within 5 feet of you (including yourself) have advantage on death saving throws. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Destruction - Breaker’s Touch | You can spend 10 minutes firmly gripping or pushing on an object to cause it to become brittle and weak. Any following attempts to shatter or destroy the object gain a +5 bonus. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | 10 Minutes | Long Rest | No | |||
| Boon of Anarchy - Chaos Shield | When an attack hits you by rolling equal to your armor class, you can use your reaction to cause the attack to chaotically rebound away from you instead. The attack’s original effects are negated and the damage from the attack becomes a wayward missile of force that’s attracted to a random target within 60 feet of you and automatically hits. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of Order - Clarity of Command | You cannot be silenced through magical or physical means. Your voice can be clearly heard by creatures within 60 feet of you, regardless of noise or effects which suppress sound. You can always perform the verbal components of spells. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Hate - Intimidating Aura | You have advantage on Intimidation checks. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Creation - Artisan’s Blessing | You can craft objects in half of the usual time. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Death - Touch of the Grave | As an action you can sense the presence of corpses, the undead, and the deathly ill within 60 feet of you. You have advantage on saving throws to resist disease. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Life - Healing Hands | You roll an additional 1d4 on all of your healing spells and effects and add the result to the amount healed. Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Magic - Arcane Sense | You learn the Antimagic - Detect Magic feature without expending any Aethyrpoints and can activate all of its abilities without expending any Negation Points. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Nature - Friend of the Forest | Beasts and other creatures of the natural wild are inherently friendly towards you and won’t attack you unless provoked. You have advantage on Animal Handling checks. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Desire - Alluring Presence | You have advantage on Persuasion checks. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Luck - Lucky Charm | Whenever you roll a 1 on an attack, you gain a mote of luck which can be used within the next minute to gain advantage when you make an attack. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of War - Warrior’s Resolve | You gain 1d4+CON temporary hit points when you complete a short rest. While you have these temporary hit points, you have resistance to non-magical bludgeoning, slashing, and piercing damage. This resistance also applies to all of the damage you receive that depletes these temporary hit points (i.e if you take 12 bludgeoning damage while you have 3 temporary hit points, the damage is reduced to 6 and then applied, causing you to lose your 3 temporary hit points and 3 additional hit points.) | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Peace - Calming Aura | You can cast calm emotions at will on any creature after you’ve spent 10 minutes with their attention. You have disadvantage on intimidation checks and advantage on persuasion checks. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | 10 Minutes | Long Rest | No | |||
| Boon of Love - Protective Sacrifice | When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage to half (rounded down). When you do so, you receive the full damage the creature would have received which cannot be reduced or mitigated in any way. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of Light - Secluded Radiance | You learn the Light and Dancing Lights cantrips. When you use these cantrips, you can choose for the light to be invisible to creatures beyond the range of their dim light, causing them to see the illuminated area as though it were not lit by your spell. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Shadow - Cloak of Shadows | You have advantage on Stealth checks while in dim light or darkness. As an action you can snuff out one light source (i.e. an object affected by Light , a torch, etc) that you can see within 30 feet. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Knowledge - Insightful Accuity | Whenever you roll initiative, you can choose to have a brief flash of insight. If you do, you get a vague hint from the DM about a potential threat or event that might occur during the upcoming encounter. When examining a piece of writing or text in a language you understand, you can glean its basic purpose and intent, even if you only skim through it. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Change - Adaptive Resilience | Whenever you take damage of one of the types listed below, you gain resistance against that damage type until you take any damage of that type again in the next minute. You can only gain resistance from this feature against one damage type at a time. When you receive damage of one type while you are resistant to another from this feature, you can choose whether to replace your current resistance with the damage type you’ve just received. Damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder. Example: - You are hit by a fire bolt for 8 damage. You take 8 fire damage and become temporarily resistant to fire damage. - You are hit by a fire bolt for 12 damage. You take 6 fire damage due to resistance and and become temporarily resistant to fire damage again. - You are hit by a frost bolt for 8 damage. You take 8 cold damage and can choose to replace your temporary fire resistance with temporary cold resistance. | Possession Boon | 0 | 1 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Balance - Equilibrium’s Blessing | When you restore a creature’s hit points, half of any excess healing (when the creature is already at full health), rounded up, is converted into temporary hit points. When you roll dice to restore hit points using a spell or feature, you can roll 2 sets of dice and take the higher result. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Destruction - Enhanced Sunder | When you deal damage to a creature, you can choose to reduce the damage they receive to half (rounded down) and deal the other half to their armor, an object on their person, or an item in their hands (your choice). When you do so, the GM determines the effect on the armor or object depending on its current condition and the damage dealt. Their Armor Class may be lowered, their weapon may become difficult to use, they may drop the affected item, or the item may be destroyed and become unusable. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Anarchy - Chaos Infusion | When you damage a creature with a spell or attack that effects only one creature, you can roll a d20 and add your proficiency bonus. On a result of 20 or higher, the creature suffers a random condition from the table below for 1 minute. The creature can make a saving throw at the end of each of its turns against your Aethyrflame Spell Save DC to end the condition early. Chaos Infusion Conditions: 1 - Blinded 2 - Frightened 3 - Incapacitated 4 - Paralyzed 5 - Petrified 6 - Poisoned 7 - Prone 8 - Stunned | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Order - Beacon of Order | Allies within 30 feet of you gain advantage on saving throws against being charmed or frightened. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Hate - Vengeful Strike | You have advantage on attacks against the last creature that dealt damage to you. You add your proficiency bonus to the damage of the first attack you hit against that creature. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Creation - Creator's Respite | Through a 10-minute ritual, you fashion a small, safe space where you and up to 5 others can rest safely for 10 hours. The space occupies a cube up to 15 feet on each side and takes the appearance of your choice. The space can be furnished by illusory, semi-corporeal items of your choice which can be used as though they were real (such as beds, tables, chairs, cups, plates, etc.) Any creatures other than those designated by you when you create the space are unable to enter or see within as they are blocked by a protective barrier. A creature can spend 10 minutes bashing on a 5-foot section of this barrier to suppress its magic and step through. Doing so causes bright and loud flashes to erupt from the barrier over the course of the 10 minutes and the creature takes 1 point of exhaustion from the effort after they break through. A break in the barrier is automatically mended after 1 minute. The space and all illusory objects within dissolve into Aethyr after 10 hours or when you step out of its area. Any creatures who spend a long rest within the space recover additional hit dice equal to your proficiency bonus. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | 10 Minutes | Long Rest | No | |||
| Boon of Death - Reaper’s Strike | Once per turn, when you hit a creature with fewer than half of its hit points, the creature becomes vulnerable to the next attack made against it within the next minute. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Life - Vital Surge | When you restore hit points to a creature with less than half of their total hit points, they receive additional healing equal to your proficiency bonus. For the next minute, or until you heal another creature that’s below half of their total HP, the healed creature is under the effect of the Death Ward spell. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Magic - Aethyr Infusion | You can cast a leveled spell as though it were one spell level higher than the level of the spell slot you use. When you do so, roll 1d20. If you roll below the higher level of the spell you’ve cast, a wild magic surge occurs of severity equal to the heightened spell level. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Nature - Nature’s Empathy | Any wild beasts who can see you in a state of peril will rush to your aid and willingly fight on your behalf. Beasts that come to your aid can instinctively intuit your wishes and will follow any commands you give them, even if it puts themselves in danger. Trained beasts belonging to others will not come to your aid in the same manner, but they will refuse to directly attack you if commanded by their masters. Wild beasts will also assist you while traveling through the wilderness. You cannot become lost within a wild region inhabited by beasts and you are always able to hunt and forage for enough food to feed yourself and up to 7 others each day. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Desire - Irresistible Appeal | Your allure reduces others’ willingness to harm you. Enemies are less likely to attack you over other targets, unless you’ve directly harmed them or pose an immediate threat. When a creature deals damage to you, they must succeed on a charisma saving throw against your Aethyrflame Spell Save DC. The creature has advantage if they have witnessed you deal damage to them or caused them to suffer a negative effect. If they fail, they become sickened with themselves and are considered poisoned for the next minute. The sickened creature can repeat the saving throw at the end of each of their turns to end the effect early. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Luck - Serendipitous Avoidance | When an attacker misses you with an attack, you can move 5 feet without provoking opportunity attacks. Whenever you are subjected to an effect that requires a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. If you fall, you always land on your feet, and falling damage is reduced by half. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of War - Offensive Momentum | Each time you successfully hit a creature with an attack, you gain a stacking +2 bonus to subsequent damage rolls against that creature. This stacking bonus resets when you miss that creature or you hit another creature. This bonus cannot stack beyond 5 times (a damage bonus of +10). Each time you bring a creature to 0 hit points with an attack, you can use your bonus action to immediately move up to half of your movement and make an additional attack against another creature. If this additional attack hits that creature, your stacking bonus does not reset. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Peace - Empathic Deathward | When a creature reduces you to 0 hit points, they must make a wisdom saving throw against your Aethyrflame Spell Save DC. If they fail, they become charmed by you for 1 minute and immediately regret their actions. While charmed in this way, the creature must spend its turn doing whatever it can to help you recover and get you to safety, including fighting to defend you from others. The regretful creature repeats the saving throw against the charm each time they take damage to end the effect early. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Love - Bond of Love | You can link your Aethyrflame with the flames belonging to those you love. When you complete a long rest, you can designate a creature within 30 feet with a sparked Aethyrflame that you care deeply for. If that creature accepts the connection, your Aethyrflames become bonded partners, conferring several benefits described below. You can be linked to a number of other Aethyrflames equal to your proficiency bonus. If you attempt to link to another Aethyrflame while at your maximum, you must choose to unlink with one of your previously bonded partners. Harmonious Heartbeat - You and your bonded partners can intuitively sense each other’s vitality, making them aware of their current hit points and any conditions affecting another while within 30 feet. Bonded partners are also continuously aware of the vague distance and direction of each other as long as they are on the same plane of existence. Linked Lifeforce - Whenever a bonded partner’s hit points are restored, they can choose to give a portion of the healing received to another of their bonded partners within 30 feet. Empathetic Resistance - Whenever a bonded partner is suffering from one of the conditions listed below that can be ended by succeeding on a saving throw, another bonded partner within 30 feet can use their action to attempt the saving throw on their behalf. On a success, the condition effecting the suffering creature is ended. Conditions: Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Long Rest | Long Rest | No | |||
| Boon of Light - Light’s Clarity | Illusions and disguises are revealed in their true form when within 5 feet of you. You automatically succeed on saving throws against being blinded, and magical darkness has no effect on you. At the start of each day, during the first light of dawn, you can focus on an impending event or challenge that you anticipate in the day and receive a brief vision related to it. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Long Rest | Long Rest | No | |||
| Boon of Shadow - Shadow’s Seclusion | You can use an action to emit a 10-foot radius of dim light which is imperceptible to creatures beyond its reach. Within this radius, magical light can’t be created and non-magical light sources are extinguished. When anything within your veil of dim light is targeted by a divination spell or ability, the caster must make a Wisdom saving throw against your spell save DC or the divination fails. You gain darkvision out to a range of 60 feet, or if you already have darkvision, its range increases by 30 feet. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Knowledge - Analytical Insight | You can spend one minute examining a creature you can see within 60 feet to determine their strengths and weaknesses. You learn its vulnerabilities, resistances, and immunities. You also glean some information relating to the creature’s current’s emotional state and the reason for their current actions. As a bonus action, you can use the patterns and past behaviors you’ve observed by examining a creature with this feature to predict the creature’s next action before they take it. When you do so, the GM describes what the creature is most likely to do in the next 6 seconds in their current circumstance. For example, you may glean that the creature is about to cast a powerful spell, will attempt to trip you, is going to drink a potion, is about to flee, etc. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | 1 Minute | Long Rest | No | |||
| Boon of Change - Shapechanger | As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. | Possession Boon | 0 | 7 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Balance - Ebb and Flow | When you succeed on a saving throw to resist an effect that would move you against your will, knock you prone, grapple, or restrain you; you can use your reaction to reverse the effect on your aggressor. You create a magical force that attempts to bash, grip, or bind the aggressor and they must succeed on a saving throw of the same type as the original effect or suffer from the original effect. If the aggressor is pushed in a direction, you choose the direction they are pushed by this force. When you succeed on a saving throw to resist a magical effect that would cause you damage you can use your reaction to reflect the damage back to its source. You collect the magical energy of the original attack into your hand or magical focus and can then immediately make a spell attack against the original source. On a hit, the reflected energy deals damage equal to half the damage you would have taken (of the same damage type as the reflected effect). | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of Destruction - Devastating Blows | Each time you deal damage with an attack or effect that affects only one creature, a wave of destructive energy pulses from the impacted creature. Each other creature other than you within 5 feet of the impacted creature must make a constitution saving throw against your Aethyrflame Spell Save DC or take 1d12+STR force damage. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Anarchy - Wild Magic Conduit | When you are forced to make a saving throw against a negative spell or magical effect, you can choose to cause a wild magic surge to occur. The severity of the surge is based on the spell lever of the negative spell or magical effect. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Order - Unbreakable Formation | You cannot be moved against your will or knocked prone by being pushed (you can still fall prone from falling a great distance). Creatures of your choice within 5 feet of you have advantage on saving throws against effects which would move them against their will or knock them prone. If you choose to resist being moved or knocked prone by an incredible force (such as a large log rolling down a hill and slamming into you, the object is stopped in its path but the GM may determine that you take additional force damage commensurate with the size and force of the object impacting you. Note that this damage would be in addition to any damage the impact would normally cause, as determined by the GM. - Less than 500 lbs of force: No Additional Damage - Examples of ~500lbs of force: - A 50 lb weight falling from 10 feet - Another medium creature tackling you at a full sprint - Riding in a vehicle moving 30 miles per hour when it comes to a sudden stop - 500 lbs of force or greater: 1d12 to 20d12 damage as determined by the GM based on the scale of the force. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Hate - Undying Vengeance | When a creature knocks you unconscious by reducing your hit points to 0, the next time you make an attack against that creature within the next minute, your attack is a critical hit. When you succeed on a death saving throw, you can momentarily summon enough fighting spirit to rise to your feet and make a single attack before falling unconscious again. Any death saving throw successes or failures you have remain when you get up in this way. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Creation - Hands of the Creator | As an action, you can cause your hands to begin glowing with intense heat. This heat can (slowly) melt metal and stone, set flammable objects aflame, and boil liquids. You can control the degree of the heat to suit your purpose. While glowing in this way, your hands deal 1d4 fire damage to any creature you touch (such as with an unarmed attack, a grapple, or a shove). Creatures also take 1d4 fire damage at the start of each of their turns while touching your glowing hands. Your grip is vice-like, giving you advantage on attempts to grapple and items cannot be knocked from your grasp. Your hands are also immune to damage from extreme heat (such as handling molten metal) and from hard impacts (such as chopping wood or hammering nails). You have proficiency with all artisans tools and your hands can function as Artisan’s Tools in the following ways: Alchemist’s supplies: Mortar and pestle, crucible, balance scales, stir rod, pipette. Brewer’s supplies: None, aside from crushing and heating ingredients. Calligrapher’s supplies: Quill, nib, inkwell, brush, scissors, ruler. Carpenter’s tools: Hammer, saw, chisel, plane, square, ruler, compass, sandpaper, brace and bit (hand drill). Cartographer’s tools: Quill, ruler, calipers, protractors. Cobbler’s tools: Awl, knife, hammer, anvil, needle, heel peg, shoe last. Cook’s utensils: , Knife, fork, spoon, measuring cup, whisk, grater, mortar and pestle, spatula. Glassblower’s tools: Blowpipe, punty, shear, mold, tweezer, block, furnace, bench. Jeweler’s tools: Loupe, file, pliers, jeweler’s saw, setting tongs, engraving tools, mandrel, crucibles, burnishers. Leatherworker’s tools: Awl, knife, needle, thread, mallet, punch, swivel knife, edge beveler, stitching pony. Mason’s tools: Trowel, chisel, level, square, mallet, jointer, brushes, plumb bob. Painter’s supplies: Brush, palette, spatula, palette knife. Potter’s tools: Potter’s wheel, kiln, glazing brush, fettling knife, ribs, loop tools, sponge, mold. Smith’s tools: Hammer, anvil, tongs, chisel, hardy tools, swage block, bellow, forge, files. Tinker’s tools: Pliers, screwdrivers, awl, hammers, wrenches, soldering iron. Weaver’s tools: Loom, shuttle, spindles, distaff, carding brush, warp-weighted, bobbins, spinning wheel. Woodcarver’s tools: Knife, chisel, gouge, mallet, rasp, coping saw, sharpening stone, vise. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Boon of Death - Death’s Gatekeeper | Whenever you stabilize a creature or bring a creature to 0 hit points, you gain temporary hit points equal to your proficiency bonus. Whenever a creature within 30 feet of you makes a death saving throw, you can use your reaction to impose advantage or disadvantage on that check. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Life - Lifebond Renewal | When you heal another creature with a spell or magical effect, you gain temporary hit points equal to your Aethyrflame Intensity level. You can also use your temporary hit points as a pool to restore others’ hit points. As an action, you can touch a creature to expend your temporary hit points and restore hit points to the touched creature. When you do so, choose a number of hit points to restore up to your current total temporary hit points. The touched creature is healed by that amount and you lose that many temporary hit points. You can also heal a poison or a disease afflicting the touched creature as part of the same action by expending 5 temporary hit points per disease or poison expelled. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Magic - Manaweave Mastery | You no longer rely on the rigid structure of the Order of Spell Levels to cast spells of levels 1 through 5. Instead, all of your spell slots from levels 1 through 5 are converted into a reservoir of Mana, which you use to cast your spells more flexibly. You have 1 mana for each level of the spell slots you had before. For example, all of your 1st level spell slots grant you 1 mana each, while all of your 5th level spell slots grant you 5 mana each. To cast a leveled spell of 5th level or below, you now expend an amount of mana from your reservoir equal to that spell’s level instead of expending a spell slot. You regain all of your expended mana when you complete a long rest and any time you regain a spell slot of 5th level or lower, you instead regain that much Mana. Spell slots from the Pact Magic feature cannot be converted into Mana. Additionally, whenever you cast a spell which deals damage of one of the types listed below, you can alter the spell to cause a different type of damage instead. - Acid - Cold - Fire - Force - Lightning - Necrotic - Poison - Psychic - Radiant - Thunder | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Nature - One With the Wilds | You can communicate telepathically with any natural beast or plant that you are aware of within 500 feet. The beasts and plants you speak to are friendly toward you unless provoked and can understand you but cannot respond in kind. You also become perfectly acclimated to all conditions you might face in the wilds. You gain a climbing speed and swimming speed equal to your walking speed. You can breath underwater. You are immune to the effects of extreme cold weather and extreme hot weather. You leave no tracks in the wilds unless you choose to and you always know your location and orientation relative to natural landmarks you are aware of on the same plane of existence. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | None | Long Rest | No | |||
| Boon of Desire - Seeker’s Sense | You can conduct a 10-minute ritual to focus your desire upon a person, place, or thing that you are familiar with. Upon completion, you become continuously aware of the direction to the object of your desire as long as it’s on the same plane of existence as you. You are also aware of when the object of your desire is moving, how fast it’s moving, and it’s mode of movement. If the target moves to another plane of existence with you are focused on it, you are aware of its last location on your plane of existence instead. You can only have your desire fixed upon a single target at a time. The target you focus on can be unique to your plane of existence or it can be a general description of a person, place, or thing (in which case you become aware of the closest instance of that desire). | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | 10 Minutes | Long Rest | No | |||
| Boon of Luck - Fortune’s Protection | You automatically succeed on saving throws against area effects if you are adjacent to a space outside of the effected area. When a creature lands a critical hit against you with an attack, they must roll a d20. On a roll of 1-10, the attack is a normal hit instead. When a creature attempts to hit you with an attack of opportunity, you can use your reaction to dodge out of the way, causing the attack to miss. You use this reaction before the creature rolls to hit you. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of War - Battlefield Reflexes | Once per turn when a creature misses you with a melee attack you can exploit the opening and make a melee attack against them. You have advantage on attacks of opportunity and other creatures have disadvantage on attacks of opportunity against you. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Peace - Ward of Pacifism | When a creature attempts to attack you, they must succeed on a Wisdom saving throw against your Aethyrflame Spell Save DC or their attack fails as they lose the will to strike you. Creatures automatically succeed on this saving throw if they have been harmed by you in the last minute, if they have witnessed you harm one of their allies in the last minute, or if they have witnessed you help a creature who has harmed them or their allies in the last minute. When a creature fails this saving throw, they become charmed by you for the next minute and will do anything in their power to prevent harm from coming to you or anyone you deem to be an ally. Each time the charmed creature takes damage, they can repeat the saving throw to end the effect early on a success. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Love - Aura of Empathy | Whenever you succeed on a saving throw against an effect that deals damage, all creatures of your choice within 15 feet of you gain resistance to the damage type of that effect until the start of your next turn (this resistance applies immediately to any damage caused by the triggering effect). Whenever a creature regains hit points within 15 feet of you, they can use their reaction to send healing energy to you as well. If they do so, you regain hit points equal to your proficiency bonus. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of Light - Cleansing Illumination | Magical light created by you dispels magical darkness of 5th level or lower. All creatures of your choice within bright magical light created by you have darkvision with a range of 60 feet and cannot be blinded (their vision can still be obscured). All undead, fiends, and denizens of the Underdark of your choice must make a constitution saving throw against your Aethyrflame Spell Save DC or become blinded for 1 minute when they enter bright magical light created by you. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Shadow - Shadow’s Protection | Whenever you take damage from an attack or spell, a ward of shadows envelops you until the start of your next turn. This ward absorbs all of the damage you would take from the next attack or spell to effect you while you are warded. Once this ward absorbs any damage, it dissipates. When you are reduced to 0 hit points but not killed outright, you can choose to call forth shadows to envelop you, making you invisible until the start of your next turn or until you take an action or reaction. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Free | Long Rest | No | |||
| Boon of Knowledge - Observant Insight | You have +2 AC and advantage on saving throws against any spell or magical effect that’s been used against you within the last minute. You have advantage on spell casting checks made to counter or dispel any spell or magical effect that you’ve successfully countered or dispelled in the last minute. When a creature you can see within 30 feet of you fails an ability check using a skill that you have proficiency in, you can use your reaction to give them a bonus to their check equal to your proficiency bonus — potentially turning their failure into a success. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Reaction | Long Rest | No | |||
| Boon of Change - Fluid Form | Your form becomes malleable and ever-changing. Your form cannot be altered against your will. Additionally, you can squeeze through spaces as small as a quarter of your size without using extra movement. As an action, you can cause your body to become a gelatinous fluid which reshapes and retextures in any way you choose. Your chosen form can be up to a quarter of your size or up to double your size. While in this form you are unable to move or speak, but you can perceive your surroundings as normal. This form can perfectly replicate the appearance of objects but has a gelatinous consistency when touched. You can return to your natural form as an action. | Possession Boon | 0 | 13 | Gifted Boon | Acquired Boon - Gift | Possession | General | Divine | None | Action | Long Rest | No | |||
| Runesmith | Runesmithing is a revered and intricate art that involves the meticulous inscribing of runes of power into various magical materials, including stones, crystals, metals, and wood. Each inscribed rune acts as a conduit, siphoning energy from the omnipresent Aethyrweave to fuel its potent effects. Skilled Runesmiths can attach these runes to weapons, armor, and other items, thereby enchanting them with unique and powerful abilities. Attaching a rune to an item takes a short rest and requires no ability check. Once a rune is successfully attached to an item, that item transcends its mundane nature, becoming inherently magical and necessitating attunement from its user. These newly enchanted items exhibit a remarkable ability to resize according to the needs of their wielder or wearer. Additionally, the attuned creature gains the capability to summon the item into their hand as a bonus action, ensuring that the rune’s power is always within reach. Initially, the scope of Runesmithing allows for only one rune to be attached to a single item. However, as a Runesmith delves deeper into the secrets of this ancient craft, they unlock the potential to bind multiple runes to a single item, layering their effects and creating artifacts of immense power. In the vast and mysterious world, runes are not solely the domain of Runesmiths. They can be discovered as lost relics or encountered in the possession of other practitioners of this arcane craft, adding a treasure trove of possibilities for those who seek to harness the power of the Aethyrweave. The energy emanating from runes is typically harnessed by creatures possessing an Aethyrflame. Such creatures are usually restricted to attuning to a single rune-inscribed item. However, the mastery of a Runesmith extends this limitation, allowing them to attune to multiple rune-imbued items as they advance in their understanding and proficiency in Runesmithing. Runesmiths, through their knowledge and skill, have the ability to create runes by utilizing magical materials to inscribe these symbols of power. This crafting of runes not only adds a personalized touch but also allows the Runesmith to shape the very essence of the rune’s effect, making each creation a testament to their mastery and a reflection of their will. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Possession | General | General | Free | Long Rest | No | |||||
| Offense - Flamebound Sigil | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When you roll dice to determine damage dealt by this item, you roll an additional 1d4 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried. - Level 7: When you roll dice to determine damage dealt by this item, you roll an additional 1d6 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried. Additionally, once per turn, you can cause a creature struck by this object to ignite in flames. The ignited creature takes 1d4 fire damage at the start of each of their turns for the next minute, until they use an action to put out the flames, or they undergo conditions which would extinguish the flames (such as being doused). - Level 13: When you roll dice to determine damage dealt by this item, you roll an additional 1d8 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried. Additionally, once per turn, you can cause a creature struck by this object to ignite in flames. The ignited creature takes 1d6 fire damage at the start of each of their turns for the next minute, until they use an action to put out the flames, or they undergo conditions which would extinguish the flames (such as being doused). The item also has a number of charges equal to your proficiency bonus which recharge when you complete a long rest. When you hit with an attack using this item, you can choose expend a charge to release an explosion of flame upon impact. Each creature within 10 feet of the creature you hit (including the hit creature) must make a dexterity saving throw against your Aethyrflame Spell Save DC or take 1d8 fire damage and become ignited in flames, taking 1d6 fire damage at the start of each of their turns until extinguished as described earlier. A creature who saves takes no damage and is not ignited. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Venomtouch Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: A creature dealt damage by this object must make a constitution saving throw against your Aethyrflame Spell Save DC or become poisoned for 1 minute. While poisoned in this way, the poisoned creature takes 1d4 poison damage at the start of each of its turns. The poisoned creature can repeat the saving throw at the end of each of its turns to end the effect early. - Level 7: A creature dealt damage by this object must make a constitution saving throw against your Aethyrflame Spell Save DC or become poisoned for 1 minute. While poisoned in this way, the poisoned creature takes 1d6 poison damage at the start of each of its turns. - Level 13: A creature dealt damage by this object must make a constitution saving throw against your Aethyrflame Spell Save DC or become poisoned for 1 minute. While poisoned in this way, the poisoned creature takes 1d8 poison damage at the start of each of its turns and they have disadvantage on any damage dice they roll (they roll 2 sets of dice when rolling for damage and take the lower set). | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Thunderblast Glyph | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Once per turn when you hit a creature with this item, you can also make a special attack against another creature within 10 feet of the creature you’ve hit. If you hit the second creature, a concussive blast impacts them, dealing force damage equal to half of the weapon damage dealt by the original attack. - Level 7: Once per turn when you hit a creature with this item, you can also make a special attack against up to two other creatures within 15 feet of the creature you’ve hit. If you hit the other creatures, a concussive blast impacts them, dealing force damage equal to the full weapon damage dealt by the original attack. - Level 13: Once per turn when you hit a creature with this item, you can also make a special attack against up to three other creatures within 20 feet of the creature you’ve hit. If you hit the other creatures, a concussive blast impacts them, dealing force damage equal to the full weapon damage dealt by the original attack. Additionally, the item has a number of charges equal to your proficiency bonus which recharge when you complete a long rest. You can expend a charge to cause a creature impacted by the concussive blast to make a constitution saving throw against your Aethyrflame Spell Save DC or become stunned until the start of your next turn. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Phaseblade Mark | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When you make an attack with this weapon, you can choose to change the damage type of the weapon to either bludgeoning, piercing, slashing, cold, fire, or lightning. - Level 7: When you make an attack with this weapon, you can choose to change the damage type of the weapon to either bludgeoning, piercing, slashing, acid, poison, cold, fire, thunder, or lightning. The weapon deals 1d4 additional damage of the chosen type. - Level 13: When you make an attack with this weapon, you can choose to change the damage type of the weapon to any damage type (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder). The weapon deals 1d6 additional damage of the chosen type. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Truestrike Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You have a +2 to hit to attack with this weapon. Creatures dealt damage by this weapon are marked by you for 1 minute and cannot benefit from partial cover against your attacks while marked in this way. - Level 7: You have a +3 to hit to attack with this weapon. Creatures dealt damage by this weapon are marked by you for 1 minute and cannot benefit from partial cover against your attacks while marked in this way. Additionally, you can see a faint outline of the marked creature as long as they are within 120 feet, preventing them from benefiting from invisibility against you. - Level 13: You have a +4 to hit to attack with this weapon. Creatures dealt damage by this weapon are marked by you for 1 day and cannot benefit from partial cover nor three-quarters cover against your attacks while marked in this way. Additionally, you can see a faint outline of the marked creature and can sense their direction and distance as long as they are on the same plane of existence, preventing them from benefiting from invisibility against you or hiding from you. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Critical Star Sigil | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You critically hit with this weapon when you roll a 19 or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range. When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice). - Level 7: You critically hit with this weapon when you roll an 19, or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range. If you have advantage on an attack, you can choose to forego that advantage and increase your critical hit range by two (i.e. you critically hit when you roll a 17, 18, 19, or 20 — unless your critical hit range is increased through other means). When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice). - Level 13: You critically hit with this weapon when you roll an 19, or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range. If you have advantage on an attack, you can choose to forego that advantage and increase your critical hit range by four (i.e. you critically hit when you roll a 15, 16, 17, 18, 19, or 20 — unless your critical hit range is increased through other means). You automatically critically hit when you attack a creature who is stunned, incapacitated, or surprised. When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice). | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Longreach Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Melee attacks made with this weapon have their reach extended by 5 feet. Ranged attacks made at long range with this weapon don’t have disadvantage. - Level 7: Melee attacks made with this weapon have their reach extended by 10 feet. Ranged attacks made at long range with this weapon don’t have disadvantage. If the weapon has the Ranged property, its range is doubled. - Level 13: Melee attacks made with this weapon have their reach extended by 15 feet. Ranged attacks made at long range with this weapon don’t have disadvantage. If the weapon has the Ranged property, its range is tripled. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Vampiric Mark | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When this weapon is attuned to an Aethyrsoul, the attuner's hit point maximum is reduced by half, rounded up, as the weapon siphons energy to fuel its enchantment. When the attuned wielder of this weapon is reduced to zero hit points or dies, they are reduced to 1 hit point instead and remain standing. Once used, this feature cannot be used again until your next long rest, or until a creature with an ignited Aethyrflame dies within 30 feet of the wielder. Base weapon damage dealt with this weapon is necrotic. Necrotic damage dealt with this weapon provides the wielder temporary hit points equal to the damage dealt. These temporary hit points last until the weapon deals necrotic damage again. - Level 7: When this weapon is attuned to an Aethyrsoul, the attuner's hit point maximum is reduced by half, rounded up, as the weapon siphons energy to fuel its enchantment. When the attuned wielder of this weapon is reduced to zero hit points or dies, they are reduced to 1 hit point instead and remain standing. Once used, this feature cannot be used again until your next long rest, or until a creature with an ignited Aethyrflame dies within 30 feet of the wielder. Base weapon damage dealt with this weapon is necrotic. Necrotic damage dealt with this weapon provides the wielder temporary hit points equal to the damage dealt. These temporary hit points last until the weapon deals necrotic damage again. When you kill a creature with this weapon, you regain hit points equal to your proficiency bonus. Summoned creatures and other creatures who are sent back to their home plane when reduced to 0 HP are not considered to be killed for this effect. - Level 13: When this weapon is attuned to an Aethyrsoul, the attuner's hit point maximum is reduced by half, rounded up, as the weapon siphons energy to fuel its enchantment. When the attuned wielder of this weapon is reduced to zero hit points or dies, they are reduced to 1 hit point instead and remain standing. Once used, this feature cannot be used again until your next long rest, or until a creature with an ignited Aethyrflame dies within 30 feet of the wielder. Base weapon damage dealt with this weapon is necrotic. Necrotic damage dealt with this weapon provides the wielder temporary hit points equal to the damage dealt. These temporary hit points last until the weapon deals necrotic damage again. When creature dies within 30 feet of you, you regain hit points equal to your proficiency bonus. Summoned creatures and other creatures who are sent back to their home plane when reduced to 0 HP are not considered to be killed for this effect. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Offense - Shieldbreaker’s Insignia | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Attacks with this weapon have +2 to hit. Damage dealt by this weapon ignores temporary hit points (damage dealt by this weapon is always applied to a creature’s hit points). - Level 7: Attacks with this weapon have +3 to hit and ignore partial cover. Damage dealt by this weapon ignores temporary hit points (damage dealt by this weapon is always applied to a creature’s hit points). When a creature with temporary hit points is dealt damage by this weapon, they lose temporary hit points equal to half the damage dealt. - Level 13: Attacks with this weapon have +4 to hit and ignore partial cover and three-quarters cover. Damage dealt by this weapon ignores temporary hit points (damage dealt by this weapon is always applied to a creature’s hit points). When a creature with temporary hit points is dealt damage by this weapon, they lose temporary hit points equal to the damage dealt. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Hexbinder’s Seal | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn. The hexed creature must roll a d4 whenever they make an ability check or attack roll and subtract the result. The hexed creature also has disadvantage on perception checks while hexed in this way. - Level 7: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn. The hexed creature must roll a d4 whenever they make an ability check, attack roll, or saving throw and subtract the result. The hexed creature also has disadvantage on perception checks and cannot benefit from special vision types (such as darkvision) while hexed in this way. The hexed creature’s movement speed is reduced by 10. - Level 13: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn. The hexed creature must roll a d4 whenever they make an ability check, attack roll, or saving throw and subtract the result. The hexed creature also has disadvantage on wisdom ability checks and cannot benefit from special vision types (such as darkvision) while hexed in this way. The hexed creature’s movement speed is reduced by 10 and any movement they take is considered as though it were through difficult terrain (5 ft of distance costs the creature 10 movement). This weapon has a number of charges equal to your proficiency modifier which recharge when you complete a long rest. When you hit a creature with this weapon, you can expend a charge to attempt to dominate them with your hex. The hexed creature must succeed on a Charisma saving throw against your Aethyrflame Spell Save DC or become dominated by you until the end of your next turn (As though they were under the effects of the spell). | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Sundering Seal | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can use your bonus action to attempt to disarm the opponent (the opponent makes a contested check against your critical hit). - Level 7: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can use your bonus action to attempt to disarm the opponent (the opponent makes a contested check against your critical hit). Non-magical weapons disarmed by you gain a -1 modifier to all attack rolls and damage until repaired. The weapon has a number of charges equal to your proficiency bonus. When you hit a creature with this weapon, you can expend a charge to attempt to sunder the creature’s non-magical armor or shield (your choice). The hit creature must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or have the AC of their armor or shield permanently reduced by 1 (until the item is repaired). AC from Natural Armor can be reduced by this effect but a creature’s base armor class or AC from Unarmored Defense cannot be reduced. - Level 13: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can attempt to disarm the opponent (the opponent makes a contested check against your critical hit). Weapons disarmed by you gain a -2 modifier to all attack rolls and damage until repaired. If the disarmed weapon is magical, this modifier lasts for 1 minute, otherwise the modifier lasts until the item is repaired. The weapon has a number of charges equal to your proficiency bonus. When you hit a creature with this weapon, you can expend a charge to attempt to sunder the creature’s armor or shield (your choice). The hit creature must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or have the AC of their armor or shield reduced by 1. If the armor or shield you sunder is magical, the reduction in AC last for 1 minute, otherwise the reduction lasts until the item is repaired. AC from Natural Armor can be reduced by this effect but a creature’s base armor class or AC from Unarmored Defense cannot be reduced. Disarm Action: A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Galeforce Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 5 feet away from you in a direction of your choice. - Level 7: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 10 feet away from you in a direction of your choice. If that direction collides with another creature or object, the creature must make a dexterity saving throw against your Aethyrflame Spell Save DC or be knocked prone. - Level 13: Once per turn, when you hit a creature with this weapon, if the creature is no more than 1 size category larger than you, you can force the creature to be moved 15 feet away from you in a direction of your choice. If that direction collides with another creature or object, the creature must make a dexterity saving throw against your Aethyrflame Spell Save DC or be knocked prone. Alternatively, you can choose to knock the creature upward or downward. If you knock the creature upward, they are sent 10 feet into the air and take 1d6 falling damage when they land. If you knock the creature downward, they are knocked prone and their movement becomes 0 until the end of your next turn. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Quietus Mark | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Once per turn, when you hit a creature with this weapon, they lose the ability to speak until the end of your next turn. While silenced in this way, they cannot cast spells with a verbal component. - Level 7: Once per turn, when you hit a creature with this weapon, they lose the ability to speak until the end of your next turn. While silenced in this way, they cannot cast spells with a verbal component. Additionally, they must attempt a spellcasting ability check against your Aethyrflame Spell Save DC when they attempt to cast their next spell. If they fail, their spell fizzles and they lose any resources used to cast the spell. - Level 13: Once per turn, when you hit a creature with this weapon, they lose the ability to speak until the end of your next turn. While silenced in this way, they cannot cast spells with a verbal component. Additionally, they must attempt a spellcasting ability check against your Aethyrflame Spell Save DC when they attempt to cast their next spell. If they fail, their spell fizzles and they lose any resources used to cast the spell. When a creature fails to cast a spell due to this rune, you can use your reaction to cast the spell instead without requiring any resources. You choose new targets for the spell. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Mindshackle Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, or Fixate and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time. - Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell. - Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though it’s under the effects of the spell. - Fixate: For the next minute, the creature has disadvantage on attack rolls against creatures other than you. - Level 7: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, Fixate, Fiction, Forget, or Fugue and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune to the chosen effect until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time. - Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell. - Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though its under the effects of the spell. - Fixate: For the next minute, the creature has disadvantage on attack rolls against creatures other than you. Any movement it takes in a direction away from you is treated as though it were difficult terrain. - Fiction: You place a false memory into the creature’s mind. The false memory must continuous, no longer than 10 minutes long, and they must believe it occurred within the last 24 hours. - Forget: You erase a memory from the creature’s mind. The erased memory must be continuous, no longer than 10 minutes, and it must have occurred within the last 24 hours. You must also already be aware of the memory you wish to erase as you do not gain insight into the creature’s memories when you use this ability. - Fugue: For the next minute, the creature loses its sense of self and becomes bewildered. It’s treated as though it’s under the effects of the spell. - Level 13: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature with this weapon, you can choose between Fear, Ferocity, Fixate, Fiction, Forget, Fugue, Foment, Freeze, or Feign. and expend one of these charges. The creature must succeed on a wisdom saving throw against your Aethyrflame Spell Save DC or suffer from one of the following effects according to your choice. Once a creature succeeds against this effect, they are immune to the chosen effect until you complete a short rest. A creature automatically succeeds if it is immune to being frightened or charmed. A creature can only be effected by one of the effects of this rune at a time. - Fear: For the next minute, the creature becomes frightened of you. It’s treated as though it’s under the effects of the spell. - Ferocity: For the next minute, the creature can’t distinguish friend from foe. It’s treated as though its under the effects of the spell. Additionally, you can shape the reality the creature experiences; it’s treated as though it’s under the effects of the spell. - Fixate: For the next minute, the creature has becomes fascinated by swirling patterns in the weave that only it can see. It’s treated as though it’s under the effects of the spell. - Fiction: You place a false memory into the creature’s mind. The false memory must continuous, no longer than 10 minutes long, and they must believe it occurred within the last 24 hours. This false memory behaves similarly to memories manipulated by the spell. - Forget: You erase a memory from the creature’s mind. The erased memory must be continuous, no longer than 10 minutes, and it must have occurred within the last 24 hours. You must also already be aware of the memory you wish to erase as you do not gain insight into the creature’s memories when you use this ability. - Fugue: For the next minute, the creature loses its sense of self and becomes bewildered. It’s treated as though it’s under the effects of the spell. - Foment: If the creature is a humanoid or a beast, for the next minute you inspire rebellion in their heart and compel them to fight alongside you. The creature is treated as though it were under the effects of the or spell, depending on their creature type. - Freeze: For the next minute, you lock the creature in their own mind. It’s treated as though it’s under the effects of the spell. - Feign: For the next minute, the creature experiences death. It’s treated as though it’s under the effects of the spell. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Control - Riftbreaker’s Seal | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. You can only have 1 effect created by this rune. When you do so, choose one of the effects below. Only 1 effect created by this rune can persist at a time. - Gravity Warp: The gravity in a 15-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone and moved 5 feet closer to the center of the effect. The area becomes difficult terrain for creatures moving away from the center for the next minute. - Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 10-foot radius around the impact, dealing fire damage equal to your proficiency bonus to all creatures other than you which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water). - Temporal Distortion: Time is distorted in a 5-foot radius around the impact. All creatures other than yourself in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell. - Level 7: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. When you do so, choose one of the effects below. Only 2 effects created by this rune can persist at a time. - Gravity Warp: The gravity in a 20-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone and moved 10 feet closer to the center of the effect. Creatures who succeed on the saving throw are moved 5 feet closer and are not knocked prone. The area becomes difficult terrain for creatures moving away from the center for the next minute. - Void Burst: The rift explodes in a burst of void energy in a 20-foot radius. All creatures in the area must make a Constitution saving throw or take 2d10 force damage and be pushed 10 feet away from the center. - Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 15-foot radius around the impact, dealing fire damage equal to your twice your proficiency bonus to all creatures other than you which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water). - Temporal Distortion: Time is distorted in a 10-foot radius around the impact. For the next minute, all creatures other than yourself in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell. - Aethyric Chains: Ethereal chains emerge from the rift in a 5-foot radius, attempting to bind creatures. All creatures in the area other than yourself must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or be restrained until they use their action to make a successful Strength check against your Aethyrflame Spell Save DC to break free. - Level 13: This weapon has a number of charges equal to your proficiency bonus which replenish when you complete a short rest. Once per turn, when you hit a creature or an object with this weapon, you can cause a rift to form from the Aethyrweave centered around the impact. When you do so, choose one of the effects below. Only 3 effects created by this rune can persist at a time. - Gravity Warp: The gravity in a 30-foot radius around the impact point becomes intensified. All creatures in the area must succeed on a Strength saving throw against your Aethyrflame Spell Save DC or be knocked prone, moved 10 feet closer to the center of the effect, and take 1d10 force damage. Creatures who succeed on the saving throw are moved 15 feet closer, are not knocked prone and take no damage. The area becomes difficult terrain for creatures moving away from the center for the next minute. Any creature who begins their turn within the field has their movement reduced by half. - Void Burst: The rift explodes in a burst of void energy in a 30-foot radius. All creatures in the area must make a Constitution saving throw or take 4d10 force damage and be pushed 15 feet away from the center. Creatures who succeed on the saving throw are pushed 5 feet and take half damage. - Aethyrflame Vortex: Fiery energy from the Aethyrweave swirls in a 20-foot radius around the impact, dealing fire damage equal to your thrice your proficiency bonus to all creatures other than you or creatures you choose which begin their turn in the area. The area remains on fire for up to a minute or until extinguished (such as by a blast of air or a wave of water). - Temporal Distortion: Time is distorted in a 15-foot radius around the impact. For the next minute, all creatures other than yourself and creatures of your choice in the area must make a Wisdom saving throw against your Aethyrflame Spell Save DC or be affected by the spell. - Aethyric Chains: Ethereal chains emerge from the rift in a 10-foot radius, attempting to bind creatures. All creatures in the area other than yourself or creature you choose must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or be restrained until they use their action to make a successful Strength check against your Aethyrflame Spell Save DC to break free. - Negation Zone: A field of anti-magic radiates from the rift, forming a 30-foot radius around the impact point. Within this area, creatures cannot be targeted or affected by spells, and any ongoing magical effects on creatures or items are suppressed for the duration. This includes magical item properties, active spells, and summoned creatures. The zone lasts for 1 minute. - Suspension Field: The rift generates a field of levitating energy in a 30-foot radius around the impact point. All creatures other than you without a fly speed within the area are suspended 10 feet into the air and are rendered immobile. Creatures suspended this way are restrained and cannot move, but they can take actions and reactions as normal. If a creature steps into the area, their step causes them to rise 10 feet in the air before becoming suspended in the field. If a force is a applied to a suspended creature (such as being hit by you), they are moved 5 feet within the field in a direction chosen by the source of the force. The Suspension Field lasts for 1 minute. Creatures in the area can make a Strength saving throw against your Aethyrflame Spell Save DC at the end of each of their turns; on a success, they break free and fall to the ground, ending the restrained condition for them. - Seclusion Dome: The rift forms a transparent dome of force with a 30-foot radius around the impact point. The dome blocks all matter and effects from passing through, effectively isolating everything inside from everything outside. Any creatures on the edge of the dome are pushed to one side or the other when it’s created (your choice). Creatures and objects cannot move into or out of the dome, and attacks and spells cannot penetrate it. The dome is impervious to all damage and lasts for 1 minute. The dome can be destroyed by an anti-magic effect such as Antimagic - Dispel Magic or a large amount of magical force damage such as with . | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Defense - Stonehide Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Your hit point resistance increases by 2 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level). - Level 7: Your hit point resistance increases by 4 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level). When a creature hits you with a melee attack, they receive damage reflected back to them equal to your half of your hit point resistance (up to the total damage of the reflected attack), rounded up. - Level 13: Your hit point resistance increases by 6 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level). When a creature hits you with a melee attack, they receive damage reflected back to them equal to your hit point resistance (up to the total damage of the reflected attack). When you take damage, you can use your reaction to harden yourself against future attacks. Until the end of your next turn, you gain resistance to a damage type of your choice dealt by the triggering attack. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Steelskin Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Your hit point hardiness increases by 4 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level). - Level 7: Your hit point resistance increases by 8 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level). When you ignore damage due to your hit point hardiness, you can store up to half of the negated damage within your body to empower your future strikes. The stored damage is added to your reserve of potential energy which can store a total maximum of potential energy equal to your proficiency bonus. Whenever you roll damage with a melee weapon, you can choose to expend any amount of potential energy and add that much force damage to the damage you deal. Any stored potential energy in your reserve is lost when you complete a short or long rest. - Level 13: Your hit point resistance increases by 12 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level). When you ignore damage due to your hit point hardiness, you can store the negated damage within your body to empower your future strikes. The stored damage is added to your reserve of potential energy which can store a total maximum of potential energy equal to twice your proficiency bonus. Whenever you roll damage with a melee weapon, you can choose to expend any amount of potential energy and add that much force damage to the damage you deal. Any stored potential energy in your reserve is lost when you complete a short or long rest. When you take damage, you can use your reaction to release all of the potential energy you’ve stored in your reserve. All creatures within 5 feet of you must succeed against a Dexterity or Strength saving throw (their choice) against your Aethyrflame Spell Save DC or be knocked back 5 feet and take force damage equal to the potential energy you released. Creatures who succeed on the save are knocked back 5 feet but take no damage. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Titanheart Insignia | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You gain the Powerful Build feature, enabling you to carry, push, and pull weight as though you were a size category larger. Your maximum hit points increases by an amount equal to your constitution modifier multiplied by your Aethyrflame Intensity Level. - Level 7: You gain the Powerful Build feature, enabling you to carry, push, and pull weight as though you were a size category larger. You can also jump twice as far and twice as high. Your maximum hit points increases by an amount equal to your constitution modifier multiplied by your Aethyrflame Intensity Level. When you start your turn with less than half of your hit points, you can choose to expend hit dice and regain hit points as you would when expending hit dice during a short rest. Once you use this feature to regain hit points, you cannot do so again until you complete a long rest. - Level 13: You gain the Powerful Build feature, enabling you to carry, push, and pull weight as though you were a size category larger. You can also jump twice as far and twice as high. You are also considered to be a size category larger when performing a grapple, shove, or any other action which has a size category limitation. Your maximum hit points increases by an amount equal to your constitution modifier multiplied by your Aethyrflame Intensity Level. When you start your turn with less than half of your hit points, you can choose to expend hit dice and regain hit points as you would when expending hit dice during a short rest. Once you use this feature to regain hit points, you cannot do so again until you complete a short rest. When you complete a short rest, you can regain a number of hit dice equal to your proficiency bonus. Once you’ve used this feature to regain hit dice twice, you can’t do so again until you complete a long rest. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Elemental Ward Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When you complete a short rest, choose damage type from the list below. You gain resistance to the chosen damage type until you complete a short rest. When you complete a short rest and do not specify a damage type to become resistant to, the GM assumes you remain resistant to the previously chosen damage type. Damage Types: - bludgeoning - piercing - slashing - cold - fire - lightning - thunder - Level 7: When you complete a short rest, choose 2 damage types from the list below. You gain resistance to the chosen damage types until you complete a short rest. When you complete a short rest and do not specify damage types to become resistant to, the GM assumes you remain resistant to the previously chosen damage types. Additionally, when you are subjected to an effect that allows you to make a saving throw that would cause you to take damage of one of the types you’ve chosen, you can use your reaction to give yourself advantage on the save against that effect Damage Types: - bludgeoning - piercing - slashing - acid - poison - cold - fire - lightning - thunder - force - Level 13: When you complete a short rest, choose 3 damage types from the list below. You gain resistance to the chosen damage types until you complete a short rest. When you complete a short rest and do not specify damage types to become resistant to, the GM assumes you remain resistant to the previously chosen damage types. Additionally, when you are subjected to an effect that allows you to make a saving throw that would cause you to take damage of one of the types you’ve chosen, you can use your reaction to give yourself advantage on the save and evasion against that effect. If succeeding on the save would allow you to take only half damage from the effect, you instead take no damage; and you take only half damage if you fail. Damage Types: - bludgeoning - piercing - slashing - acid - poison - cold - fire - lightning - thunder - force - necrotic - radiant - psychic | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Purification Seal | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You have advantage on saving throws against being poisoned or diseased. You have resistance to poison damage. At the end of each of your turns, if you are poisoned, you can always repeat the saving throw against the poison to end its effect early. You have advantage on saving throws against effects that would charm or frighten you. You cannot be magically put to sleep. At the end of each of your turns, if you are charmed or frightened, you can always repeat the saving throw against the effect causing you to be charmed or frightened to end its effect early. If you end an effect early with this feature, you take 3d10 psychic damage. - Level 7: You are immune to being poisoned or diseased. When you resist a poison or disease with this feature, you take 3d10 necrotic damage. You are immune to being charmed or frightened. When you resist being charmed or frightened with this feature you take 5d10 psychic damage. You have advantage on saving throws against effects that would cause you to become incapacitated. At the end of each of your turns, if you are incapacitated, you can always repeat the saving throw against the effect causing you to be incapacitated to end its effect early. If you end an effect early with this feature, you take 5d10 force damage. - Level 13: You are immune to being poisoned or diseased. When you resist a poison or disease with this feature, you take 2d10 necrotic damage. You are immune to being charmed or frightened. When you resist being charmed or frightened with this feature you take 4d10 psychic damage. You are immune to effects which would cause you to become incapacitated. When you resist being incapacitated with this feature you take 6d10 force damage. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Aegis Sigil | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 5 plus your proficiency bonus. - Level 7: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 10 plus twice your proficiency bonus. At the start of your turn, if your temporary hit points are greater than 0 but less than 10 plus twice your proficiency bonus, you gain temporary hit points equal to your proficiency bonus, not exceeding a total of 10 plus twice your proficiency bonus. - Level 13: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 20 plus thrice your proficiency bonus. At the start of your turn, if your temporary hit points are greater than 0 but less than 20 plus thrice your proficiency bonus, you gain temporary hit points equal to twice your proficiency bonus, not exceeding a total of 20 plus thrice your proficiency bonus. When a spell causes you to lose temporary hit points due to damage, you may use your reaction to reflect damage back to the spell caster. If you do, you make a spell attack against the caster using your Aethyrflame ability. On a hit, the caster takes force damage equal to the number of temporary hit points you lost. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Windstep Glyph | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Your movement speed increases by 5 feet. You gain +1 AC and +2 bonus to Dexterity saving throws. - Level 7: Your movement speed increases by 10 feet. You gain +2 AC and +4 bonus to Dexterity saving throws. You also gain the Evasion feature. - Level 13: Your movement speed increases by 15 feet. You gain +3 AC and +6 bonus to Dexterity saving throws. You also gain the Evasion feature and you don’t provoke attacks of opportunity. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Lifespring Symbol | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When a creature (including you) rolls dice to restore your hit points, they do so with advantage (they roll two sets of dice and take result of the higher set to determine the amount you heal). - Level 7: When a creature (including you) rolls dice to restore your hit points, they do so with advantage (they roll two sets of dice and take result of the higher set to determine the amount you heal). Additionally, once per short rest when you regain hit points, you benefit from the effects of the spell. - Level 13: When a creature (including you) rolls dice to restore your hit points, you receive the maximum possible result of the dice instead. Additionally, once per short rest when you regain hit points, you benefit from the effects of the spell. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Defense - Fateshield Sigil | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 10, the attack is a normal hit instead. - Level 7: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 15, the attack is a normal hit instead. When you prevent a critical hit with this ability, you gain advantage on your next attack or saving throw. You critically succeed on that check on a roll of 15 or higher. - Level 13: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 20, the attack is a normal hit instead. When you prevent a critical hit with this ability, you gain advantage on your next attack or saving throw. You critically succeed on that check on a roll of 10 or higher. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Utility - Swiftwind Glyph | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: Improves movement speed by 10% and jumping distance. - Level 7: Further increases movement speed by 20%, enhances jumping and climbing abilities, and grants slow falling. - Level 13: Maximizes movement speed increase to 30%, perfects all movement capabilities, and grants short bursts of teleportation. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Utility - Trueseer’s Mark | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You have advantage on perception checks and you gain proficiency in Perception. You gain Blindsight with a range of 5 feet and Darkvision with a range of 60 feet (or increase your Darkvision by 30 feet if you already have it). - Level 7: You have advantage on perception checks and you gain expertise in Perception. You gain Blindsight with a range of 10 feet and Darkvision with a range of 90 feet (or increase your Darkvision by 60 feet if you already have it). You also gain true sight with a range of 5 feet. - Level 13: You have advantage on perception checks and you gain mastery in Perception. You gain Blindsight with a range of 20 feet and Darkvision with a range of 120 feet (or increase your Darkvision by 90 feet if you already have it). You also gain true sight with a range of 10 feet. Additionally, you can use your action to peer through a 5 foot by 5 foot obstruction that’s no thicker than 5 feet. For a brief moment you can see what is beyond the obstruction as though it were transparent. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Utility - Shadowveil Rune | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You have advantage on stealth ability checks and proficiency in Stealth. You move silently and suffer no disadvantage to stealth from wearing medium or heavy armor. - Level 7: You have advantage on stealth ability checks and expertise in Stealth. You move silently and suffer no disadvantage to stealth from wearing medium or heavy armor. Additionally, you are invisible to all creatures beyond 5 feet from you when standing still in dim light or darkness. - Level 13: You have advantage on stealth ability checks and mastery in Stealth. You move silently and suffer no disadvantage to stealth from wearing medium or heavy armor. Additionally, you are invisible to all creatures beyond 5 feet from you when standing still and you can cast spells with a verbal component without making any sound or visual effect. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Utility - Adaptation Seal | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You are sustained by the latent magical energy of the Aethyrweave. You no longer need to eat or drink when the attuned item is on your person. You only need to sleep 4 hours to benefit from a long rest and you have advantage on saving throws against becoming exhausted. - Level 7: You are sustained by the latent magical energy of the Aethyrweave. You no longer need to eat, drink, or sleep when the attuned item is on your person. You have advantage on saving throws against becoming exhausted and you ignore the first point of exhaustion you take after completing a long rest. You can breath underwater and suffer no adverse effects from extreme environmental conditions such as a desert’s heat or a tundra’s cold. - Level 13: You are sustained by the latent magical energy of the Aethyrweave. You no longer need to eat, drink, sleep, or breath when the attuned item is on your person. You have advantage on saving throws against becoming exhausted and you ignore the first 2 points of exhaustion you take after completing a long rest. You suffer no adverse effects from extreme environmental conditions such as a desert’s heat or a tundra’s cold. Additionally, you have resistance to damage taken from starting or ending your turn in a dangerously hostile environment (such as beside a , within a , or inside the stomach of a Purple Wurm). This resistance does not reduce damage taken from the initial creation of the hostile environment. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | None | Long Rest | No | ||||
| Utility - Conjurer’s Mark | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. - Level 1: You gain the Minor Conjuration feature. You can cast the following spells at-will without expending a spell slot: Mage Hand, Find Familiar, Floating Disk , Unseen Servant, Find Steed, Flock of Familiars , and Wristpocket. - Level 7: You gain the Minor Conjuration feature and the Focused Conjuration feature. You can cast the following spells at-will without expending a spell slot: Mage Hand, Find Familiar, Floating Disk, Unseen Servant, Find Steed, Flock of Familiars, and Wristpocket. You also gain the ability to cast the following spells once per long rest without expending a spell slot (material components with a cost are still required): Create Food and Water , Galder's Tower, Faithful Hound, Find Greater Steed, Galder's Speedy Courier, and Secret Chest. - Level 13: You gain the Minor Conjuration feature, the Focused Conjuration feature, and the Durable Summons feature. You can cast the following spells at-will without expending a spell slot: Mage Hand, Find Familiar, Floating Disk, Unseen Servant, Find Steed, Flock of Familiars, and Wristpocket. You also gain the ability to cast the following spells once per long rest (material components with a cost are still required): Create Food and Water , Galder's Tower, Faithful Hound, Find Greater Steed, Galder's Speedy Courier, and Secret Chest, Instant Summons, Heroes' Feast, and Magnificent Mansion. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Action | Long Rest | No | ||||
| Utility - Aethyrbonded Runes | This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature). When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage. The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level. In addition to the base features described above, this rune also enchants the item with the following benefits when its worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13. These runes are created in pairs and their enchantments draw power from the Aethyrflames of two Aethyrsouls attuned with them. Both bonded runes have the same effect when affixed to an item. When both Aethyrsouls attuned to each of the paired armor pieces are within 30 feet of one another this armor gains one of the following properties (selected when attunement was completed): - Shared Suffering. Any damage you take is halved, rounded down. The wearer of this armor's bonded pair also takes this damage. - Selfless Suffering. When the wearer of this armor's bonded pair makes a saving throw against a magical effect, you may make the saving throw instead of them. If you fail, you suffer the effect instead. - Harmonious Healing. When you restores hit points of the wearer of this armor's bonded pair using a spell or ability, they restore the maximum possible hit points of the effect instead of rolling. - Fervent Focus. When the wearer of this armor begins concentrating on a spell, the wearer of this armor's bonded pair may also concentrate on the same. The effect caused by that spell persists until the concentration of both wearers of the bonded pair is lost. - Melded Minds. When you begin concentrating on a spell, the wearer of this armor's bonded pair may concentrate on that spell instead. - Extended Experience. When the wearer of your armor's bonded pair makes a skill check that you are proficient or expert in, you may assist them by providing your bonus to their roll. You may choose to use this feature after the roll has been made but before its outcome has been determined. Once used, this feature cannot be used until completing a short rest. - Tethered Teleportation. As a reaction, you may swap locations with the wearer of this armor's bonded pair. Once used, this feature cannot be used again until completing a short rest. - Transitory Teleportation. As a bonus action, you may teleport next to the wearer of this armor's bonded pair. At the end of your turn, you return to where you were before teleporting. - Amplified Aethyr. When you cast a spell which consumes a spell slot, the wearer of this armor's bonded pair may contribute any number of their available spell slots to your spell, up to that spell's level. Spell slots obtained through a pact, imbuement, or artifact cannot be contributed in this way. At level 7, you may select two of the properties above when attuning to the items. At level 13, you may select three. | Possession Artifact Enchantment Rune | 0 | 1 | Artifact Enchantment Rune | Runesmith | Possession | General | General | Free | Long Rest | No | ||||
| Combat Superiority | This feature cannot be obtained by expending Aethyrpoints. Martialists and Spellfighters automatically gain this feature and new Martial Maneuvers as their Aethyrflame Intensity level increases. When you gain this feature, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You can learn some maneuvers for free (without expending Aethyrpoints) as you gain levels as a Martialist or Spellfighter and additional maneuvers can be obtained by expending 10 Aethyrpoints. Many maneuvers enhance an attack in some way. You can only use one martial maneuver when you make an attack without special permission from the GM. The GM may optionally allow additional martial maneuvers to be made on the same attack at the expense of additional Combat Superiority Dice. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die when your Aethyrflame Intensity reaches level 7, and one more at level 15. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ### Improved Combat Superiority When your Aethyrflame Intensity reaches level 10, your superiority dice turn into d10s. At Aethyrflame Intensity level 18, they turn into d12s. Relentless Once your Aethyrflame Intensity reaches level 15, when you roll initiative and have no superiority dice remaining, you regain one superiority die. | Fighter Battlemaster | 0 | 1 | Martial Maneuver | General | Martial, Spellfighter | General | Superiority Dice | None | Long Rest | No | ||||
| Know Your Enemy | If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Strength score - Dexterity score - Constitution score - Armor Class - Current hit points - Speed (of a specific movement type) - Exhaustion - Total Aethyr levels (if any) | Fighter Battlemaster | 5 | 7 | Combat Superiority | General | Martial, Spellfighter | General | None | 1 Minute | Long Rest | No | ||||
| Maneuver - Ambush | When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Improved Stealth or Initiative | Long Rest | No | |
| Maneuver - Bait and Switch | When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Swap places and increase Armor Class | Long Rest | No | |
| Maneuver - Brace | When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Reaction | 1 Superiority Die | Attack a creature entering your reach. | Long Rest | No | |
| Maneuver - Commander’s Strike | When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Create an opportunity for an ally to attack. | Long Rest | No | |
| Maneuver - Commanding Presence | When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Improve an Intimidation, Performance, or Persuasion check. | Long Rest | No | |
| Maneuver - Disarming Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Attempt to force an attacked creature to drop a held item. | Long Rest | No | |
| Maneuver - Distracting Strike | When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Make it easier for allies to land an attack. | Long Rest | No | |
| Maneuver - Evasive Footwork | When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Increase your Armor Class. | Long Rest | No | |
| Maneuver - Feinting Attack | You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Bonus Action | 1 Superiority Die | Gain advantage on your next attack against a creature. | Long Rest | No | |
| Maneuver - Goading Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Attempt to engage an opponent’s attention and dissuade attacks on others. | Long Rest | No | |
| Maneuver - Grappling Strike | Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Bonus Action | 1 Superiority Die | Attempt to grapple a creature you’ve hit. | Long Rest | No | |
| Maneuver - Lunging Strike | When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Increase your reach and damage of a melee attack. | Long Rest | No | |
| Maneuver - Maneuvering Strike | When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Create an opportunity for an ally to reposition themself. | Long Rest | No | |
| Maneuver - Menacing Strike | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Attempt to frighten a creature you’ve hit. | Long Rest | No | |
| Maneuver - Parry | When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity or Strength modifier (your choice). | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Reaction | 1 Superiority Die | Reduce the damage of a melee attack you’ve received. | Long Rest | No | |
| Maneuver - Precision Attack | When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Improve the precision of an attack. | Long Rest | No | |
| Maneuver - Pushing Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Attempt to knock a large or smaller creature you’ve hit back 15 feet. | Long Rest | No | |
| Maneuver - Quick Toss | As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Bonus Action | 1 Superiority Die | Make a ranged attack with a thrown weapon at a creature within range. | Long Rest | No | |
| Maneuver - Rally | On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Aethyrflame Ability modifier. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Bonus Action | 1 Superiority Die | Encourage an ally, giving them temporary hit points. | Long Rest | No | |
| Maneuver - Riposte | When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Reaction | 1 Superiority Die | Attack a creature who has missed you with a melee attack. | Long Rest | No | |
| Maneuver - Sweeping Attack | When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Deal damage to a creature next to a creature you’ve hit with a melee attack. | Long Rest | No | |
| Maneuver - Tactical Assessment | When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Improve an Investigation, History, or Insight check. | Long Rest | No | |
| Maneuver - Trip Attack | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. | Fighter Battlemaster Maneuver | 10 | 1 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Attack | 1 Superiority Die | Attempt to knock prone a large or smaller creature that you’ve hit. | Long Rest | No | |
| Maneuver - Aggressive Charge | When you move during your turn you can expend one superiority die to brace yourself and dive into a headlong sprint to slam into creatures in a straight line. All creatures within the line of your charge make a Dexterity saving throw and you chose to knock-down or knock-back. Creatures who fail this save take bludgeoning damage equal to your Constitution modifier plus your superiority die roll and is knocked Prone (if you chose to knock-down) or knocked 10ft perpendicular to your charge in a direction of your choice (if you chose knock-aside). Creatures who succeed are shoved 5ft in a direction of their choice. Tiring — When you make this maneuver you cannot make it again until your next turn. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Charge in a line to knock-back or knock-down creatures in your way. | Long Rest | No | |
| Maneuver - Dazing Strike | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to daze the target. You add the superiority die to the attack’s damage roll and it must make a Constitution saving throw. On a failed save, the creature is Dazed until the end of your next turn. Tiring — When you make this maneuver you cannot make it again until your next turn. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Aim a strike to momentarily daze your target. | Long Rest | No | |
| Maneuver - Grapple Toss | When you successfully grapple another creature can use a bonus action and expend one superiority die to throw the creature in a straight line to a point you can see within range. The distance you can throw the creature is determined by its size and your Strength modifier: ##hidden_grid## 9 A creature thrown this way and any other creature that the thrown creature lands on makes a Dexterity saving throw when they land. On a failed save, they are knocked prone and take bludgeoning damage equal to your superiority die roll plus any falling damage caused by the fall. On a successful save, they land on their feet and only take half of any falling damage caused by the fall with no additional damage from your superiority die roll. Exhausting — After you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Create a concussive blast in a line with your weapon to knock creatures down or aside. | Long Rest | No | |
| Maneuver - Mighty Leap | When you move during your turn you can expend one superiority die to leap into the air and dive in a straight line, crashing down at the end of your movement. All creatures within 5 ft of where you land make a Dexterity saving throw and you choose to knock-down or knock-back. Creatures who fail this save take bludgeoning damage equal to your superiority die roll and are knocked Prone (if you chose knock-down) or knocked 5ft away from you (if you chose knock-back). Creatures who succeed take no damage and are not knocked-down or knocked-back. All creatures within the space you land make a Dexterity saving throw and you choose to grab or throw. Creatures who fail this save take bludgeoning damage equal to your superiority die roll plus any fall damage caused by your fall, are knocked Prone , and are Grappled by you (if you chose grab) or are knocked 10ft in a direction of your choice (if you chose throw). Creatures who succeed take no damage and are shoved 5ft in a direction of their choice. If you land after traveling a distance less than your maximum movement, you take no damage from falling when you land (the falling damage is still applied to any creature you land on who failed their save). Exhausting — After you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Leap up to your movement in distance and slam your destination. | Long Rest | No | |
| Maneuver - Reactive Grapple | When a creature within 5 ft of you misses an attack against you can use your reaction and expend one superiority die to attempt to grab your attacker if you have a free hand. You make a contested check against the creature to Grapple them and add your superiority die roll to your athletics check. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | React to a missed strike against you with a grapple. | Long Rest | No | |
| Maneuver - Restrictive Hold | When you grapple a creature or when you start your turn while grappling a creature you can expend one superiority die to elevate the grapple into a targeted hold that further restricts their body. The creature takes bludgeoning damage equal to your superiority die roll and suffers from the chosen effect below while grappled by you: - Batter — the grappled creature has disadvantage on Constitution saving throws made to maintain concentration on spells. - Bind — the grappled creature cannot move one of their limbs, preventing use of any items held by that limb: a shield provides no bonuses, a weapon cannot be used to attack, a spell focus cannot be used for material components of spells, and a free hand cannot be used to cast somatic components of spells nor use an object. - Blind — the grappled creature is Blinded. - Choke — the grappled creature cannot breath, speak, nor cast spells with verbal components. After their breath runs out, they begin Suffocating. - Cover — the grappled creature provides you half cover. Attacks that miss you hit the grappled creature instead if the attack roll beats their armor class. - Deafen — the grappled creature is Deafened. - Position — when the grappled creature is dealt damage by an attack made by a creature other than you, you can use your reaction to reposition them to increase the damage of the attack. The attacker rolls the damage of their attack twice and the higher result determines the damage the grappled creature takes. A creature can only suffer from one of these elevated effects at a time unless you are grappling them with more than one free hand. | New Advanced Maneuver | 15 | 6 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Elevate a grapple to further debilitate a creature’s ability use a part of their body. | Long Rest | No | |
| Maneuver - Sentinel Stance | At the end of your turn you can expend a superiority die to enter a battle stance of that enables you to make rapid strikes at anyone who moves in your reach. Until the start of your next turn you can make an opportunity attack against any creature who moves within the range of a melee weapon you are wielding and opportunity attacks do not require you to use your reaction. Additionally, all opportunity attacks you make until your next turn deal additional weapon damage equal to your superiority die roll. At the start of your next turn, if no creatures triggered an opportunity attack from you since your last turn, you regain a superiority die. | New Advanced Maneuver | 15 | 8 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Enter a stance to strike all enemies that move near you. | Long Rest | No | |
| Maneuver - Bulwark Stance | At the end of your turn you can expend a superiority die to enter a battle stance that momentarily steels you against physical strikes. Until the start of your next turn any bludgeoning, piercing, or slashing damage you take is reduced by your superiority die roll plus your Constitution modifier. At the start of your next turn, if you took no bludgeoning, piercing, or slashing damage since your last turn, you regain a superiority die. | New Advanced Maneuver | 15 | 8 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Enter a stance to reduce the impact of future strikes against you. | Long Rest | No | |
| Maneuver - Protector Stance | At the end of your turn you can expend a superiority die to enter a battle stance prepared interception. Until the start of your next turn your armor class is increased by your superiority die roll and whenever a creature within 5 feet of you is targeted by an attack you can swap spaces with them, making the attack target you instead. At the start of your next turn, if no creature within 5 feet of you was attacked since your last turn, you regain a superiority die. | New Advanced Maneuver | 15 | 8 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Enter a stance to intercede attacks against nearby allies. | Long Rest | No | |
| Maneuver - Drunken Stance | At the end of your turn you can expend a superiority die to enter a battle stance which appears unguarded but absorbs strikes you take. Until the start of your next turn your armor class is reduced by 4, making enemies more likely to target you and you have temporary hit points equal to your superiority die roll plus your Constitution modifier and proficiency bonus. At the start of your next turn, if no creature attacked you since your last turn, you regain a superiority die. | New Advanced Maneuver | 15 | 8 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Enter a stance to entice enemy attacks while absorbing hits. | Long Rest | No | |
| Maneuver - Skirmish Stance | At the end of your turn you can expend a superiority die to enter a battle stance which readies you to leap out of the way of danger. Until the start of your next turn when you are targeted by an attack you can attempt to move out of the way before you take damage. You make a Dexterity saving throw with a DC of 10 plus the attack’s bonus. On a successful save you move 5 feet into an adjacent unoccupied space of your choice and the attack automatically misses you. At the start of your next turn, if no creature attacked you since your last turn, you regain a superiority die. | New Advanced Maneuver | 15 | 8 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Enter a stance to entice enemy attacks while absorbing hits. | Long Rest | No | |
| Maneuver - Dervish Dash | When take the Attack action with a melee weapon in hand, you can expend one superiority die to begin rapidly spinning with your weapon bared. Until the end of your turn you gain a +5 bonus to AC and instead of making attacks against creatures, all creatures within the range of your weapon must make a Dexterity saving throw or take damage equal to your weapon attack plus your superiority die roll. Exhausting — When you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 20 | 10 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Spin with your weapon while you move to strike everyone you pass by. | Long Rest | No | |
| Maneuver - Shattering Strike | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to destroy an item they are carrying. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, you shatter the object you choose. If the object is non-magical, it falls apart into broken fragments at the target’s feet. If the object is magical its enchantment is disabled until the next dawn. Examples of carried objects include a weapon, a shield, a spell focus, a potion, etc. A worn object (such as a piece of armor or an item on someone’s belt) cannot be shattered by this maneuver. Exhausting — After you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 20 | 10 | Martial Maneuver | Maneuver - Disarming Attack | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Attempt to destroy an item held by an attacked creature. | Long Rest | No | |
| Maneuver - Shockwave Strike | When you make a weapon attack against a creature you can expend one superiority die to swing your weapon at supersonic speed. Instead of rolling to hit, all creatures in a 30ft line from the first creature you attack must make a Dexterity saving throw and you choose to knock-down or knock-back. Creatures who fail this save take force damage (equal to your weapon’s base damage plus your superiority die roll and attack modifier) and are knocked Prone (if you chose knock-down) or knocked 10ft perpendicular from the line in a direction of your choice (if you chose knock-back). Creatures who succeed are shoved 5ft in a direction of their choice. Exhausting — After you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 20 | 10 | Martial Maneuver | Combat Superiority | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Create a concussive blast in a line with your weapon to knock creatures down or aside. | Long Rest | No | |
| Maneuver - Ground Slam | As an attack you can expend a superiority die and slam the ground beneath you with resounding force. Centered on you, all continuous ground made of dirt, wood, or stone within a radius of 10 x Strength modifier becomes difficult terrain. All structures supported by the ground in this area become vulnerable to bludgeoning and force damage. All creatures and structures touching the ground when you slam take force damage equal to your superiority die roll plus your Strength modifier. Exhausting — After you make this maneuver you cannot make it again for 1 minute. | New Advanced Maneuver | 20 | 10 | Martial Maneuver | Maneuver - Disarming Attack | General | Martial, Spellfighter | General | Superiority Dice | Free | 1 Superiority Die | Slam the ground to weaken structures and create difficult terrain. | Long Rest | No | |
| Fighting Style | Fighting styles come only from an Aethyrsoul's technique: Martialists and Spellfighters gain this feature with their first Fighting Style advancement, and each Fighting Style advancement lets them pick one of the following options. Fighting styles can't be bought with Aethyr points. ### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. ### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ### Defense While you are wearing armor, you gain a +1 bonus to AC. ### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ### Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. ### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ### Close Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. | Fighter Base Feature | 0 | 1 | Fighting Style | General | Martial, Spellfighter | General | None | None | Varied | Varied | Varied | Long Rest | No | |
| Fighting Style - Defense | While you are wearing armor, you gain a +1 bonus to AC. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Dueling | When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Great Weapon Fighting | When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Protection | When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||
| Fighting Style - Archery | You gain a +2 bonus to attack rolls you make with ranged weapons. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Two-Weapon Fighting | When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Blind Fighting | You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Interception | When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||
| Fighting Style - Thrown Weapon Fighting | You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Unarmed Fighting | Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Druidic Warrior | You learn two cantrips of your choice from the Nature spell list. They count as Aethyrflame spells for you, and your Aethyrflame Ability is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the Nature spell list. | Fighting Style | 0 | 1 | Fighting Style | Fighting Style | Dedication | Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Slashing Savant | When you critically strike with a slashing weapon you can reduce a creature’s bonus AC by 2, speed by 10, or deal your weapon’s damage to another creature within 5ft of the critical strike. Your critical strike threshold is increased by 1 when striking with a slashing weapon. | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Bludgeoning Bully | When you critically strike with a bludgeoning weapon you can daze, disarm, or disconcert the creature you hit. If you choose to daze the target, they are Dazed for 1 minute and can make a Constitution saving throw at the end of their turns to end the condition. If you choose to disarm the target they drop their weapon at their feet and their grip is numbed for 1 minute, causing them to have disadvantage on weapon attacks made with their disarmed hand. If you choose to disconcert the target they lose concentration on any spell they are actively concentrating on and cannot cast spells until the start of your next turn. Your critical strike threshold is increased by 1 when striking with a bludgeoning weapon | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Piercing Prodigy | When you critically strike with a piercing weapon you can cause the creature to begin bleeding, hobble their movement, or strike a vital to deal increased damage. If you choose to make the creature bleed they take necrotic damage equal to your weapon’s damage die at the start of your turn and healing effects they receive are only half effective. They can make a Constitution saving throw at the end of their turn to stop the bleeding. If you choose to hobble the creature they are Crouched and take necrotic damage equal to your weapon’s damage die when they take the move action on their turn. They can make a Constitution saving throw at the end of their turn to recover from the hobble. If you choose to strike a vital of the creature the damage dice of your critical strike is tripled instead of doubled. Your critical strike threshold is increased by 1 when striking with a piercing weapon | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Master at Arms | You can draw and stow any weapon you are carrying as part of your attack action. If you can make multiple attacks during your turn you can draw and stow a weapon once per attack. When you see a creature take bludgeoning, slashing, or piercing damage, you learn all of its resistances and vulnerabilities to bludgeoning, slashing, and piercing damage, if it has any. When you deal bludgeoning, slashing, or piercing damage to a creature with a weapon attack the damaged creature makes a Constitution saving throw. On a failed save they become vulnerable to the damage type of your attack until the start of your next turn. If the creature is resistant to that damage type they lose their resistance instead. Once you make a creature vulnerable to a damage type in this way you cannot do so again until your next turn. | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Savage Striker | When you critically hit with a weapon attack, you roll the base damage dice of your weapon an additional time and add the result to the damage dealt by your attack. Your critical strike threshold is increased by 1. | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Professional Pugilist | Your unarmed strikes’ damage die is a D8 (unless it is already higher). You have advantage on unarmed attacks made against creature Grappled by you. If you successfully grapple a creature that is already Grappled by you, they become Restrained by you. Your movement is not reduced while grappling or restraining one other creature. | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Fighting Style - Doomseeker | While you have over 50% of your hit points you have a -2 modifier to your armor class and disadvantage on Dexterity saving throws. While you have less than 50% of your hit points you have a +2 modifier to your armor class and you add your ability modifier to your weapon attack damage twice. While you have less than 25% of your hit points you have an additional +2 modifier to your armor class (total of +4 from this feature), advantage on Dexterity saving throws, and you add your ability modifier to your weapon attack damage thrice. Additionally, if you bring a creature to 0 hit points with a weapon attack while you have less than 25% hit points, you gain temporary hit points equal to your Constitution modifier plus the maximum number of hit dice the creature had. | New Advanced Fighting Style | 20 | 9 | Fighting Style | Fighting Style | General | Martial, Spellfighter | General | None | Long Rest | No | ||||
| Second Wind | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Aethyrflame Intensity level. Once you use this feature, you must finish a short or long rest before you can use it again. | Fighter Base Feature | 10 | 1 | Fighting Style | General | Martial, Spellfighter | General | Charges | Bonus Action | 1 use per short or long rest. | Regain 1d10+level hit points. | Long Rest | No | ||
| Indomitable | You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at Aethyrflame Intensity level 13 and three times between long rests starting at Aethyrflame Intensity level 17. | Fighter Base Feature | 10 | 9 | Fighting Style | General | Martial, Spellfighter | General | Charges | Free | Limited uses per short or long rest. | Reroll a failed saving throw. | Long Rest | No | ||
| Arcane Shot | You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have uses of this ability equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when your Aethyrflame increases in Intensity Level: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level Aethyrsoul. ### Arcane Shot Options The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Aethyrflame Ability modifier. Banishing Arrow You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. When your Aethyrflame Intensity reaches level 18, a target also takes 2d6 force damage when the arrow hits it. Beguiling Arrow Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when your Aethyrflame Intensity reaches level 18. Bursting Arrow You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when your Aethyrflame Intensity reaches level 18. Enfeebling Arrow You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when your Aethyrflame Intensity reaches level 18. Grasping Arrow When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when your Aethyrflame Intensity reaches level 18. Piercing Arrow You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when your Aethyrflame Intensity reaches level 18. Seeking Arrow Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when your Aethyrflame Intensity reaches level 18. Shadow Arrow You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when your Aethyrflame Intensity reaches level 18. | Fighter Arcane Archer | 15 | 3 | Knowledge | Spellfighter | General | None | Free | Free | Varied | Long Rest | No | |||
| Magic Arrow | You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow, longbow, or similar weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. | Fighter Arcane Archer | 15 | 7 | Arcane Shot | Knowledge | Spellfighter | General | None | Free | Free | Your ranged attacks with all arrows are magical. | Long Rest | No | ||
| Curving Shot | You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. | Fighter Arcane Archer | 15 | 7 | Arcane Shot | Knowledge | Spellfighter | General | None | Bonus Action | Free | Redirect a missed attack with a magic arrow to another target. | Long Rest | No | ||
| Ever-Ready Shot | Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain two uses of it. | Fighter Arcane Archer | 15 | 12 | Arcane Shot | Knowledge | Spellfighter | General | None | None | None | Gain Arcane Shot uses when you begin combat with none. | Long Rest | No | ||
| Born to the Saddle | Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. | Fighter Cavalier | 10 | 3 | Knowledge | General | General | None | None | None | You’re harder to knock off of your mount. You can more easily mount and dismount. | Long Rest | No | |||
| Unwavering Mark | You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your Aethyrflame Intensity level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength or Dexterity modifier (your choice, minimum of once), and you regain all expended uses of it when you finish a long rest. | Fighter Cavalier | 30 | 3 | Fighting Style | Knowledge | Martial, Spellfighter | General | None | Free | Free | Mark a creature you’ve hit, giving them disadvantage on attacks against others while you’re next to them and an opening for you to attack them when they attack others. | Long Rest | No | ||
| Warding Maneuver | You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Fighter Cavalier | 30 | 7 | Fighting Style | Knowledge | Martial, Spellfighter | General | Charges | Reaction | Limited uses per Long Rest | Attempt to block or deflect an attack on you or a creature next to you. | Long Rest | No | ||
| Hold the Line | You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 for the rest of the turn. | Fighter Cavalier | 20 | 5 | Fighting Style | Knowledge | Martial, Spellfighter | General | None | None | None | Creatures provoke attacks of opportunity when they move near you and are stopped in place if you hit them. | Long Rest | No | ||
| Ferocious Charger | You can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. | Fighter Cavalier | 20 | 7 | Fighting Style | Knowledge | Martial, Spellfighter | General | None | None | Once per turn | You can attempt to knock prone creatures that you hit after charging. | Long Rest | No | ||
| Vigilant Defender | You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. | Fighter Cavalier | 40 | 7 | Hold the Line | Knowledge | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Improved Critical | Your weapon attacks score a critical hit on a roll of 19 or 20. | Fighter Champion | 30 | 3 | Fighting Style | General | Martial, Spellfighter | General | None | None | None | You critically hit with weapon attacks more often. | Long Rest | No | ||
| Remarkable Athlete | You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. | Fighter Champion | 15 | 3 | Fighting Style | General | Martial, Spellfighter | General | None | None | None | You are capable in all physical ability checks and can jump further. | Long Rest | No | ||
| Superior Critical | Your weapon attacks score a critical hit on a roll of 18–20. | Fighter Champion | 35 | 9 | Improved Critical | General | Martial, Spellfighter | General | None | None | None | You critically hit with weapon attacks quite often. | Long Rest | No | ||
| Survivor | You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. | Fighter Champion | 55 | 12 | Fighting Style | General | Martial, Spellfighter | General | None | None | None | You regain hit points when below half health. | Long Rest | No | ||
| Manifest Echo | You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space. | Fighter Echo Knight | 30 | 3 | General | Spellfighter | General | None | Bonus Action | None | Create an echo of yourself, which you can swap positions with and make attacks from. | Long Rest | No | |||
| Unleash Incarnation | You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Fighter Echo Knight | 20 | 3 | Manifest Echo | General | Spellfighter | General | Charges | Free | Limited uses per Long Rest | Attack an additional time from your echo’s location. | Long Rest | No | ||
| Echo Avatar | You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. | Fighter Echo Knight | 20 | 5 | Manifest Echo | General | Spellfighter | General | None | Action | None | You can see and hear through your echo and you extend its range from you. | Long Rest | No | ||
| Shadow Martyr | You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can’t use it again until you finish a short or long rest. | Fighter Echo Knight | 25 | 7 | Manifest Echo | General | Spellfighter | General | Charges | Reaction | One use per short or long rest | Teleport your echo to throw itself in front of an attack targeting another. | Long Rest | No | ||
| Reclaim Potential | You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Fighter Echo Knight | 25 | 9 | Manifest Echo | General | Spellfighter | General | Charges | Free | Limited user per long rest | Gain temporary hit points when your echo is destroyed by damage. | Long Rest | No | ||
| Legion of One | You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. | Fighter Echo Knight | 40 | 12 | Manifest Echo, Unleash Incarnation | General | Spellfighter | General | None | Bonus Action | None | Create two echoes instead of only one | You gain a use of Unleash Incarnation if you start combat with none. | Long Rest | No | |
| Weapon Bond | You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. | Fighter Eldritch Knight | 20 | 3 | General | Spellfighter | General | None | Bonus Action | None | You summon one of your bonded weapons to your hand. | You can have up to two weapons bonded to your Aethyrflame. | Long Rest | No | ||
| War Magic | When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. | Fighter Eldritch Knight | 20 | 7 | General | Spellfighter | General | None | Bonus Action | None | Make a weapon attack when you cast a cantrip with your action. | Long Rest | No | |||
| Eldritch Strike | You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. | Fighter Eldritch Knight | 20 | 9 | General | Spellfighter | General | None | None | None | Creatures have disadvantage on saving against your spells after you’ve hit them with a weapon attack. | Long Rest | No | |||
| Arcane Charge | You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. | Fighter Eldritch Knight | 20 | 7 | General | Spellfighter | General | None | None | None | You can teleport 30 feet when you use your Action Surge. | Long Rest | No | |||
| Improved War Magic | When you use your action to cast a spell, you can make one weapon attack as a bonus action. | Fighter Eldritch Knight | 40 | 12 | War Magic | General | Spellfighter | General | None | Free | None | You make an additional attack after casting a spell as an action. | Long Rest | No | ||
| Gunsmith | You gain proficiency with firearms and black powder weaponry. You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (at the DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. Firearms Firearms | Name | Cost | Ammo | Damage | Weight | Range | Properties | | --- | --- | --- | --- | --- | --- | --- | | Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 | | Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | Reload 4, misfire 1 | | Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) | Two-handed, reload 1, misfire 2 | | Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2 | | Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 | | Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) | Two-handed, reload 1, misfire 3 | | Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) | Reload 1, misfire 3, explosive | | Fighter Gunslinger | 10 | 3 | Fighting Style | Possession | Martial | General | None | None | None | Your have proficiency using firearms, blackpower weaponry, and tinkering tools for crafting and maintaining firearms. | Long Rest | No | ||
| Adept Marksman | You learn to perform powerful trick shots to disable or damage your opponents using your firearms. Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. Grit. You gain a number of grit points equal to your Aethyrflame Ability modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier ### Trick Shots These trick shots are presented in alphabetical order. Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll. Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll. Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire. Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage. Winging Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. | Fighter Gunslinger | 20 | 3 | Gunsmith | Possession | Martial | General | Grit Points | Varies | Free | Varies | Long Rest | No | ||
| Quickdraw | You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. | Fighter Gunslinger | 15 | 7 | Gunsmith | Possession | Martial | General | None | None | None | You are faster to react to danger and draw your firearm. | Long Rest | No | ||
| Rapid Repair | You learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. | Fighter Gunslinger | 20 | 9 | Gunsmith, Adept Marksman | Possession | Martial | General | Grit Points | Bonus Action | 1 Grit Point | You attempt to fix a misfired firearm. | Long Rest | No | ||
| Lightning Reload | You can reload any firearm as a bonus action. | Fighter Gunslinger | 25 | 12 | Gunsmith | Possession | Martial | General | None | Bonus Action | None | You can reload firearms as a bonus action. | Long Rest | No | ||
| Vicious Intent | Your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. | Fighter Gunslinger | 25 | 12 | Gunsmith, Adept Marksman | Possession | Martial | General | None | None | You are more likely to critically hit with firearms and you regain grit points when you do so. | Long Rest | No | |||
| Hemorrhaging Critical | Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. | Fighter Gunslinger | 25 | 12 | Adept Marksman | Possession | Martial | General | None | Free | You inflict bleeding damage to targets you critically hit with your firearms. | Long Rest | No | |||
| Psionic Power | You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest. When your Aethyrflame Intensity reaches certain levels, the size of your Psionic Energy dice increases: at level 5 (d8), level 11 (d10), and level 17 (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Aethyrflame Ability modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Aethyrflame Ability modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. | Fighter Psi Warrior | 30 | 3 | Suffusion | General | Arcane | Psionic Energy Dice | Varies | Varies | Varies | Long Rest | No | |||
| Telekinetic Adept | You have mastered new ways to use your telekinetic abilities, detailed below. Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Aethyrflame Ability modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. | Fighter Psi Warrior | 20 | 7 | Psionic Power | Suffusion | General | Arcane | Psionic Energy Dice | Varies | Varies | Varies | Long Rest | No | ||
| Guarded Mind | The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. | Fighter Psi Warrior | 20 | 7 | Psionic Power | Suffusion | General | Arcane | Psionic Energy Dice | None | Free | You end all frightened and charmed effects on yourself. | You have resistance to psychic damage. | Long Rest | No | |
| Bulwark of Force | You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Aethyrflame Ability modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated. Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again. | Fighter Psi Warrior | 20 | 9 | Psionic Power | Suffusion | General | Arcane | Psionic Energy Dice | Bonus Action | 1 Psionic Energy Die | You shield yourself and/or creatures around you with psionic force to shield them from harm. | Long Rest | No | ||
| Telekinetic Master | Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again. | Fighter Psi Warrior | 40 | 12 | Psionic Power | Suffusion | General | Arcane | Psionic Energy Dice | Action | 1 Psionic Energy Die (after 1st use) | You cast telekinesis and can make attacks as a bonus action while channeling your telekinesis. | Long Rest | No | ||
| Rune Carver | You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you increase in Aethyrflame Intensity level, you can replace one rune you know with a different one from this feature. When you reach certain Aethyrflame Intensity levels, you learn additional runes, as shown in the Runes Known table. Table 1 | Aethyrflame Intensity | Number of Runes | | --- | --- | | 3rd | 2 | | 7th | 3 | | 10th | 4 | | 15th | 5 | Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, your Aethyrflame Intensity level must be at least that level to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Frost Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Hill Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest. | Fighter Rune Knight | 20 | 3 | Suffusion, Possession | Martial, Spellfighter | General | Varies | Varies | Varies | Varies | Long Rest | No | |||
| Giant’s Might | You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: - If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. - You have advantage on Strength checks and Strength saving throws. - Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. | Fighter Rune Knight | 20 | 3 | Rune Carver | Suffusion, Possession | Martial, Spellfighter | General | Charges | Bonus Action | Limited uses per long rest | You become empowered by the might of the giantkin. | Long Rest | No | ||
| Runic Shield | You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Fighter Rune Knight | 20 | 5 | Rune Carver | Suffusion, Possession | Martial, Spellfighter | General | Charges | Reaction | Limited uses per long rest | Force a successful attack against an ally to be rerolled. | Long Rest | No | ||
| Great Stature | The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8. | Fighter Rune Knight | 20 | 7 | Giant’s Might | Suffusion, Possession | Martial, Spellfighter | General | None | None | None | You grow larger and your Giant’s Might becomes mightier. | Long Rest | No | ||
| Master of Runes | You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. | Fighter Rune Knight | 35 | 9 | Rune Carver | Suffusion, Possession | Martial, Spellfighter | General | None | None | None | You are able to use your Rune Carver runes more often. | Long Rest | No | ||
| Runic Juggernaut | You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet. | Fighter Rune Knight | 40 | 12 | Great Stature | Suffusion, Possession | Martial, Spellfighter | General | None | None | None | Your form from Giant’s Might is now truly massive and imposing. | Long Rest | No | ||
| Fighting Spirit | Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain Atheyrflame Intensity levels, increasing to 10 at level 10 and 15 at level 15. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. | Fighter Samurai | 20 | 3 | Fighting Style | General | Martial, Spellfighter | General | Charges | Bonus Action | Limited uses per long rest. | You gain advantage on your next strikes and gain 5 temporary hit points. | Long Rest | No | ||
| Elegant Courtier | Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Aethyrflame Ability modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). | Fighter Samurai | 15 | 3 | Fighting Style | General | Martial, Spellfighter | General | None | None | None | Your are more adept at persuasion and a strong sense of self-control. | Long Rest | No | ||
| Tireless Spirit | When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. | Fighter Samurai | 10 | 5 | Fighting Spirit | General | Martial, Spellfighter | General | None | None | None | You regain a use of Fighting Spirit when you begin combat with none. | Long Rest | No | ||
| Rapid Strike | You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. | Fighter Samurai | 30 | 7 | Fighting Style | General | Martial, Spellfighter | General | None | Free | Once per turn | You convert advantage on an attack into an additional strike. | Long Rest | No | ||
| Strength before Death | Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest. | Fighter Samurai | 50 | 12 | Fighting Style | General | Martial, Spellfighter | General | Charges | Reaction | Once per long rest | You take an additional turn while in death throes. | Long Rest | No | ||
| Arcane Recovery | You have learned to regain some of your magical energy by taking time to tend to your Aethyrflame. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Spellcaster level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level Spellcaster, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Wizard Base Feature | 30 | 3 | General | Spellcaster | General | None | None | Once per long rest | You regain spell slots equal to half your spellcasting level. | Long Rest | No | |||
| Arcane Tradition | You choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Chronurgy, Conjuration, Divination, Enchantment, Evocation, Graviturgy, Illusion, Necromancy, Transmutation. Your choice grants you access to additional features belonging to your chosen arcane tradition which can be obtained by expending Aethyrpoints. In addition, you also innately know a number of spells from your chosen school of magic equal to half of your proficiency bonus (rounded up). These spells can be of any spell domain regardless of your chosen affinity (Arcane, Divine, or Nature). These spells are always prepared for you and do not count against your spells known or spells prepared per day. Each time your Aethyrflame Intensity increases, you may swap your chosen spells for different spells of the same school. You can obtain this feature multiple times, selecting a new school of magic each time. When you select this feature beyond the first, you do not gain any innate spells. | Wizard Base Feature | 10 | 2 | Knowledge | Spellcaster | General | None | None | None | You’ve become an expert within your chosen school of magic. | Long Rest | No | |||
| Arcane Tradition - Abjuration | This feature is obtained when you select Abjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Chronurgy | This feature is obtained when you select Chronurgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Conjuration | This feature is obtained when you select Conjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Divination | This feature is obtained when you select Divination when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Enchantment | This feature is obtained when you select Enchantment when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Evocation | This feature is obtained when you select Evocation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Graviturgy | This feature is obtained when you select Graviturgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Illusion | This feature is obtained when you select Illusion when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Necromancy | This feature is obtained when you select Necromancy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Arcane Tradition - Transmutation | This feature is obtained when you select Transmutation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to other features within this school. | Wizard Base Feature | 0 | 2 | Arcane Tradition | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Spell Mastery | You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level arcane spell and a 2nd-level arcane spell. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. | Wizard Base Feature | 50 | 12 | General | Spellcaster | General | None | Varies | Free | You cast one of your mastered spells without expending a spell slot. | Long Rest | No | |||
| Signature Spells | You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level arcane spells as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. | Wizard Base Feature | 60 | 15 | Spell Mastery | General | Spellcaster | General | Charges | Varies | Once per short or long rest | You cast one of your signature spells without expending a spell slot. | Long Rest | No | ||
| Chronal Shift | You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended uses when you finish a long rest. | Wizard Chronurgy Feature | 20 | 2 | Arcane Tradition - Chronurgy | Knowledge | Spellcaster | General | Charges | Reaction | Limited uses per long rest | Force a creature to refill a successful check. | Long Rest | No | ||
| Temporal Awareness | You can add your Aethyrflame Ability modifier to your initiative rolls. | Wizard Chronurgy Feature | 10 | 2 | Arcane Tradition - Chronurgy | Knowledge | Spellcaster | General | None | None | None | You can see danger coming before it happens. | Long Rest | No | ||
| Momentary Stasis | As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You can use this feature a number of times equal to your Aethyrflame Ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Wizard Chronurgy Feature | 25 | 6 | Arcane Tradition - Chronurgy | Knowledge | Spellcaster | General | Charges | Action | Limited uses per long rest | You freeze a creature in a momentary rift in time. | Long Rest | No | ||
| Arcane Abeyance | When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can’t do so again until you finish a short or long rest. | Wizard Chronurgy Feature | 40 | 10 | Arcane Tradition - Chronurgy | Knowledge | Spellcaster | General | Varies | Once per short or long rest | You freeze a spell you’ve woven into an encapsulated moment in time which can be later released. | Long Rest | No | |||
| Convergent Future | You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way. | Wizard Chronurgy Feature | 60 | 14 | Arcane Tradition - Chronurgy | Knowledge | Spellcaster | General | Charges | Reaction | 1 point of exhaustion | You force a check to succeed or fail. | Long Rest | No | ||
| Adjust Density | As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. An unwilling creature can resist this effect by succeeding on a constitution saving throw against your Aethyrflame Spell DC. Upon reaching 10th level of Aethyrflame intensity, you can target an object or a creature that is Huge or smaller. | Wizard Graviturgy Feature | 30 | 2 | Arcane Tradition - Graviturgy | Knowledge | Spellcaster | General | None | Action | Free | You increase or decrease the weight of an object or creature. | Long Rest | No | ||
| Gravity Well | You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. | Wizard Graviturgy Feature | 20 | 6 | Arcane Tradition - Graviturgy | Knowledge | Spellcaster | General | None | Free | Free | You create a gravitational pull on a creature affected one of your spells. | Long Rest | No | ||
| Violent Attraction | When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10. You can use this feature a number of times equal to your Aethyrflame Ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Wizard Graviturgy Feature | 25 | 10 | Arcane Tradition - Graviturgy | Knowledge | Spellcaster | General | Charges | Reaction | Limited uses per long rest | You increase the velocity of a moving object or creature. | Long Rest | No | ||
| Event Horizon | As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your Aethyrflame spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it. | Wizard Graviturgy Feature | 40 | 14 | Arcane Tradition - Graviturgy | Knowledge | Spellcaster | General | Charges | Action | Limited uses per long rest | You surround yourself in a gravity well that slows or stops nearby foes. | Long Rest | No | ||
| Wizardly Quill | As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties: - The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface. - You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you. This quill disappears if you create another one or if you die. | Wizard Scribe Feature | 5 | 2 | Knowledge | Spellcaster | General | None | Bonus Action | Free | You create a magical quill to write for you. | Long Rest | No | |||
| Awakened Spellbook | Using specially prepared inks and ancient incantations passed down by your spellcrafter’s order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits: - You can use the book as a spellcasting focus for your spells. - When you cast an arcane spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend. - When you cast an arcane spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest. If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages. | Wizard Scribe Feature | 15 | 2 | Wizardly Quill | Knowledge | Spellcaster | General | Charges | Free | Once per long rest | Your sentient spell book speeds your casting of a ritual spell. | Your sentient spell book can help you alter the formulation of your spells. | Long Rest | No | |
| Manifest Mind | You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required). Whenever you cast an arcane spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again. | Wizard Scribe Feature | 20 | 6 | Awakened Spellbook | Knowledge | Spellcaster | General | Charges | Bonus Action | Limited uses per long rest | You create a physical manifestation of the sentience within your awakened spell book and can cast spells from its location. | Long Rest | No | ||
| Master Scrivener | Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest. You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill. | Wizard Scribe Feature | 35 | 10 | Awakened Spellbook | Knowledge | Spellcaster | General | Charges | Long Rest | Once per long rest | You store an empowered low-level spell within a scroll to be later released without expending a spell slot. | You become adept at the creation of spell scrolls. | Long Rest | No | |
| One with the Word | Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore. Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points. Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest. | Wizard Scribe Feature | 55 | 14 | Awakened Spellbook | Knowledge | Spellcaster | General | Charges | Free | 3d6 spell levels temporarily lost, once per long rest | You claim the magic of your manifested spell book to negate damage you’re about to suffer. | You have advantage on Arcana checks. | Long Rest | No | |
| Arcane Ward | You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your Aethyrflame intensity level + your Aethyrflame Ability modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest. | Wizard Abjuration Feature | 30 | 2 | Arcane Tradition - Abjuration | Knowledge | Spellcaster | General | Charges | Free | Once per long rest | You create a magical ward fueled by your abjuration spells which protects you. | Long Rest | No | ||
| Projected Ward | When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. | Wizard Abjuration Feature | 20 | 6 | Arcane Ward | Knowledge | Spellcaster | General | None | Reaction | Free | Long Rest | No | |||
| Improved Abjuration | When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. | Wizard Abjuration Feature | 15 | 10 | Arcane Tradition - Abjuration | Knowledge | Spellcaster | General | None | None | You are proficient in negating magical effects. | Long Rest | No | |||
| Spell Resistance | You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. | Wizard Abjuration Feature | 55 | 14 | Arcane Tradition - Abjuration | Knowledge | Spellcaster | General | None | None | None | You are resistant to spells. | Long Rest | No | ||
| Minor Conjuration | You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. | Wizard Conjuration Feature | 20 | 2 | Arcane Tradition - Conjuration | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Benign Transposition | You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. | Wizard Conjuration Feature | 30 | 6 | Arcane Tradition - Conjuration | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Focused Conjuration | While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. | Wizard Conjuration Feature | 35 | 10 | Arcane Tradition - Conjuration | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Durable Summons | Any creature that you summon or create with a conjuration spell has 30 temporary hit points. | Wizard Conjuration Feature | 40 | 14 | Arcane Tradition - Conjuration | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Portent | Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. | Wizard Divination Feature | 30 | 2 | Arcane Tradition - Divination | Knowledge | Spellcaster | General | Long Rest | Long Rest | No | |||||
| Expert Divination | Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. | Wizard Divination Feature | 20 | 6 | Arcane Tradition - Divination | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| The Third Eye | You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a short or long rest. Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.” Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. | Wizard Divination Feature | 25 | 10 | Arcane Tradition - Divination | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Greater Portent | The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. | Wizard Divination Feature | 45 | 14 | Portent | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Hypnotic Gaze | Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Aethyrflame spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a short or long rest. | Wizard Enchantment Feature | 20 | 2 | Arcane Tradition - Enchantment | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Instinctive Charm | When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your Aethyrflame spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a short or long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect. | Wizard Enchantment Feature | 25 | 6 | Arcane Tradition - Enchantment | Knowledge | Spellcaster | General | Reaction | Long Rest | No | |||||
| Split Enchantment | When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. | Wizard Enchantment Feature | 35 | 10 | Arcane Tradition - Enchantment | Knowledge | Spellcaster | General | Free | None | No | |||||
| Alter Memories | You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Aethyrflame spell save DC or lose a number of hours of its memories equal to 1 + your Aethyrflame Ability modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell. | Wizard Enchantment Feature | 55 | 14 | Arcane Tradition - Enchantment | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Sculpt Spells | You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. | Wizard Evocation Feature | 30 | 2 | Arcane Tradition - Evocation | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Potent Cantrip | Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. | Wizard Evocation Feature | 20 | 6 | Arcane Tradition - Evocation | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Empowered Evocation | You can add your Aethyrflame Ability modifier to one damage roll of any evocation spell you cast. | Wizard Evocation Feature | 35 | 10 | Arcane Tradition - Evocation | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Overchannel | You can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. | Wizard Evocation Feature | 60 | 14 | Arcane Tradition - Evocation | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Improved Minor Illusion | You learn the minor illusion cantrip. If you already know this cantrip, you learn a different cantrip of your choice from your Spell Domain. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. | Wizard Illusion Feature | 20 | 2 | Arcane Tradition - Illusion | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Malleable Illusions | When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. | Wizard Illusion Feature | 20 | 6 | Arcane Tradition - Illusion | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Illusory Self | You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest. | Wizard Illusion Feature | 35 | 10 | Arcane Tradition - Illusion | Knowledge | Spellcaster | General | Reaction | Long Rest | No | |||||
| Illusory Reality | You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone. | Wizard Illusion Feature | 40 | 14 | Arcane Tradition - Illusion | Knowledge | Spellcaster | General | Bonus Action | Long Rest | No | |||||
| Grim Harvest | You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. | Wizard Necromancy Feature | 30 | 2 | Arcane Tradition - Necromancy | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Undead Thralls | You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: - The creature’s hit point maximum is increased by an amount equal to your Aethyrflame Intensity level. - The creature adds your proficiency bonus to its weapon damage rolls. | Wizard Necromancy Feature | 30 | 6 | Arcane Tradition - Necromancy | Knowledge | Spellcaster | General | Free | Long Rest | No | |||||
| Inured to Undeath | You have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. | Wizard Necromancy Feature | 35 | 10 | Arcane Tradition - Necromancy | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Command Undead | You can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Aethyrflame spell save DC. If it succeeds, you can’t use this feature on it again until you finish a short or long rest. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. | Wizard Necromancy Feature | 55 | 14 | Arcane Tradition - Necromancy | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Minor Alchemy | You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. | Wizard Transmutation Feature | 20 | 2 | Arcane Tradition - Transmutation | Knowledge | Spellcaster | General | 10 Minutes | Long Rest | No | |||||
| Transmuter’s Stone | You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options: - Darkvision out to a range of 60 feet - An increase to speed of 10 feet while the creature is unencumbered - Proficiency in Constitution saving throws - Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function. | Wizard Transmutation Feature | 30 | 6 | Arcane Tradition - Transmutation | Knowledge | Spellcaster | General | None | Long Rest | No | |||||
| Shapechanger | You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot and without requiring you to concentrate. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. | Wizard Transmutation Feature | 45 | 10 | Arcane Tradition - Transmutation | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Master Transmuter | You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest. Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points. Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook. Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.4 | Wizard Transmutation Feature | 60 | 14 | Transmuter’s Stone | Knowledge | Spellcaster | General | Action | Long Rest | No | |||||
| Arcane Deflection | You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. | Wizard War Magic Feature | 20 | 2 | General | Spellfighter | General | Reaction | Long Rest | No | ||||||
| Tactical Wit | Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier. | Wizard War Magic Feature | 20 | 2 | General | Spellfighter | General | None | Long Rest | No | ||||||
| Power Surge | You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Aethyrflame modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully nullify a spell or magical effect (such as with Antimagic - Dispel Magic or Antimagic - Counterspell ), you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your Aethyrflame Intensity level. | Wizard War Magic Feature | 20 | 6 | General | Spellfighter | General | Free | Long Rest | No | ||||||
| Durable Magic | The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. | Wizard War Magic Feature | 35 | 10 | General | Spellfighter | General | None | Long Rest | No | ||||||
| Deflecting Shroud | Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Aethyrflame Intensity level. | Wizard War Magic Feature | 40 | 14 | Arcane Deflection | General | Spellfighter | General | Free | Long Rest | No | |||||
| Font of Magic | This feature cannot be obtained by expending Aethyrpoints. It is gained automatically by Spellfighters and Spellcasters. You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points Spellcaster have a maximum number of sorcery points equal to their Aethyrflame Intensity Level (minimum of 2) and Spellfighters have sorcery points equal to half their Aethyrflame Intensity Level (rounded up, minimum of 2). You can never have more sorcery points than your maximum. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Creating Spell Slots Sorcery Point Conversion Table | SPELL SLOT LEVEL | SORCERY POINT COST | | --- | --- | | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. ### Sorcerous Restoration When your Aethyrflame Intensity reaches level 20, you regain 4 expended sorcery points whenever you finish a short rest. | Sorcerer Base Feature | 0 | 1 | General | Spellcaster, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Metamagic | You can learn some metamagics for free (without expending Aethyrpoints) as you gain levels as a Spellcaster or Spellfighter and additional Metamagics can be obtained by expending 10 Aethyrpoints. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Aethyrflame Ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Aethyrflame Ability modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. Seeking Spell If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. Transmuted Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. | Sorcerer Base Feature | 0 | 1 | Font of Magic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | |||||
| Magical Guidance | You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20 and you must use the new roll, potentially turning the failure into a success. | Sorcerer Base Feature | 30 | 5 | Font of Magic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | |||||
| Sorcerous Restoration | You regain a number of expended sorcery points equal to your proficiency modifier whenever you finish a short rest. | Sorcerer Base Feature | 55 | 8 | Font of Magic | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | |||||
| Suffusion - Aberrant Mind | An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. Aberrant Origins | d6 | Origin | | --- | --- | | 1 | You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. | | 2 | A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you. | | 3 | You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind. | | 4 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. | | 5 | As a child, you had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. | | 6 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! | | Sorcerer Aberrant Mind Feature | 5 | 1 | Suffusion | General | Arcane | None | Long Rest | No | ||||||
| Telepathic Speech | You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Atheyrflame modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your Aethyrflame Intensity level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. | Sorcerer Aberrant Mind Feature | 15 | 1 | Suffusion - Aberrant Mind | Suffusion | General | Arcane | Bonus Action | Long Rest | No | |||||
| Psionic Sorcery | You learn additional spells when you reach certain levels of Aethyrflame Intensity, as shown on the Psionic Spells table. Each of these spells do not count against the number of spells you know. Whenever you gain an Aethyrflame Intensity level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the Arcane domain. Psionic Spells | Aethyrflame Intensity Level | Spells | | --- | --- | | 1st | arms of Hadar, dissonant whispers, mind sliver | | 3rd | calm emotions, detect thoughts | | 5th | hunger of Hadar, sending | | 7th | Evard’s black tentacles, summon aberration | | 9th | Rary’s telepathic bond, telekinesis | When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. | Sorcerer Aberrant Mind Feature | 30 | 1 | Suffusion - Aberrant Mind, Font of Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Varies | Long Rest | No | |||||
| Psychic Defenses | You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. | Sorcerer Aberrant Mind Feature | 35 | 6 | Suffusion - Aberrant Mind | Suffusion | General | Arcane | None | No | ||||||
| Revelation in Flesh | You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: - You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils. - You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light. - You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. - Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. | Sorcerer Aberrant Mind Feature | 35 | 10 | Suffusion - Aberrant Mind, Font of Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Bonus Action | Long Rest | No | |||||
| Warping Implosion | You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again. | Sorcerer Aberrant Mind Feature | 55 | 14 | Suffusion - Aberrant Mind, Font of Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Action | Long Rest | No | |||||
| Suffusion - Clockwork Soul | The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system. Consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your spells. Manifestations of Order | d6 | Manifestation | | --- | --- | | 1 | Spectral cogwheels hover behind you. | | 2 | The hands of a clock spin in your eyes. | | 3 | Your skin glows with a brassy sheen. | | 4 | Floating equations and geometric objects overlay your body. | | 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. | | 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. | | Sorcerer Clockwork Soul Feature | 5 | 1 | Suffusion | General | Divine | None | No | |||||||
| Restore Balance | Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Sorcerer Clockwork Soul Feature | 20 | 1 | Suffusion - Clockwork Soul | Suffusion | General | Divine | Reaction | Long Rest | No | |||||
| Bastion of Law | You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. | Sorcerer Clockwork Soul Feature | 30 | 6 | Suffusion - Clockwork Soul, Font of Magic | Suffusion | Spellcaster, Spellfighter | Divine | Action | Long Rest | No | |||||
| Trance of Order | You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again. | Sorcerer Clockwork Soul Feature | 45 | 10 | Suffusion - Clockwork Soul, Font of Magic | Suffusion | Spellcaster, Spellfighter | Divine | Bonus Action | Long Rest | No | |||||
| Clockwork Cavalcade | You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing: - The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. - Any damaged objects entirely in the cube are repaired instantly. - Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again. | Sorcerer Clockwork Soul Feature | 75 | 14 | Suffusion - Clockwork Soul, Font of Magic | Suffusion | Spellcaster, Spellfighter | Divine | Action | Long Rest | No | |||||
| Suffusion - Divine Soul | Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. | Sorcerer Divine Soul Feature | 5 | 1 | Suffusion | General | Divine | None | No | |||||||
| Favored by the Gods | Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest. | Sorcerer Divine Soul Feature | 20 | 1 | Suffusion - Divine Soul | Suffusion | General | Divine | Free | No | ||||||
| Empowered Healing | The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature. | Sorcerer Divine Soul Feature | 30 | 6 | Suffusion - Divine Soul, Font of Magic | Suffusion | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | |||||
| Otherworldly Wings | You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. | Sorcerer Divine Soul Feature | 35 | 10 | Suffusion - Divine Soul | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Unearthly Recovery | You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest. | Sorcerer Divine Soul Feature | 40 | 14 | Suffusion - Divine Soul | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Suffusion - Draconic Bloodline | Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, those with this origin trace their descent back to a mighty spellcaster of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given spellcaster could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. ### Dragon Ancestor You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Draconic Ancestry | Dragon | Damage Type | Vulnerability Type | | --- | --- | --- | | Black | Acid | Poison | | Blue | Lightning | Force | | Brass | Fire | Cold | | Bronze | Lightning | Force | | Copper | Acid | Poison | | Gold | Fire | Cold | | Green | Poison | Necrotic | | Red | Fire | Cold | | Silver | Cold | Fire | | White | Cold | Fire | | Amethyst | Force | Lightning | | Crystal | Radiant | Necrotic | | Emerald | Psychic | Thunder | | Sapphire | Thunder | Psychic | | Topaz | Necrotic | Radiant | You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. | Sorcerer Draconic Bloodline Feature | 5 | 1 | Suffusion | General | Arcane | None | Long Rest | No | ||||||
| Draconic Resilience | As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by an amount equal to your Aethyrflame Intensity level. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. | Sorcerer Draconic Bloodline Feature | 30 | 1 | Suffusion - Draconic Bloodline | Suffusion | General | Arcane | None | Long Rest | No | |||||
| Elemental Affinity | When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Aethyrflame Ability modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. | Sorcerer Draconic Bloodline Feature | 30 | 6 | Suffusion - Draconic Bloodline, Font of Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Free | Long Rest | No | |||||
| Dragon Wings | You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. | Sorcerer Draconic Bloodline Feature | 35 | 10 | Suffusion - Draconic Bloodline | Suffusion | General | Arcane | Bonus Action | Long Rest | No | |||||
| Draconic Presence | You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 metamagic points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. | Sorcerer Draconic Bloodline Feature | 45 | 14 | Suffusion - Draconic Bloodline | Suffusion | General | Arcane | Action | Long Rest | No | |||||
| Suffusion - Shadow Magic | You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character. Shadow Sorcerer Quirks | d6 | Quirk | | --- | --- | | 1 | You are always icy cold to the touch. | | 2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). | | 3 | You barely bleed, even when badly injured. | | 4 | Your heart beats once per minute. This event sometimes surprises you. | | 5 | You have trouble remembering that living creatures and corpses should be treated differently. | | 6 | You blinked. Once. Last week. | | Sorcerer Shadow Magic Feature | 5 | 1 | Suffusion | General | Divine | None | No | |||||||
| Eyes of the Dark | You have darkvision with a range of 120 feet. When your Aethyrflame Intensity reaches level 3, you learn the darkness spell, which doesn’t count against your number of spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. | Sorcerer Shadow Magic Feature | 30 | 1 | Suffusion - Shadow Magic, Font of Magic | Suffusion | General | Divine | Action | Long Rest | No | |||||
| Strength of the Grave | Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest. | Sorcerer Shadow Magic Feature | 30 | 1 | Suffusion - Shadow Magic | Suffusion | General | Divine | Free | Long Rest | No | |||||
| Hound of Ill Omen | You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes: - The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. - It appears with a number of temporary hit points equal to half your Aethyrflame Intensity level. - It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. - At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. | Sorcerer Shadow Magic Feature | 30 | 6 | Suffusion - Shadow Magic | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Shadow Walk | You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. | Sorcerer Shadow Magic Feature | 60 | 10 | Suffusion - Shadow Magic | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Umbral Form | You can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. | Sorcerer Shadow Magic Feature | 40 | 14 | Suffusion - Shadow Magic, Font of Magic | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Suffusion - Storm Sorcery | Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. ### Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. | Sorcerer Storm Sorcery Feature | 5 | 1 | Suffusion | General | Natural | None | No | |||||||
| Tempestuous Magic | You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | Sorcerer Storm Sorcery Feature | 30 | 1 | Suffusion - Storm Sorcery | Suffusion | General | Natural | Bonus Action | No | ||||||
| Heart of the Storm | You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your Aethyrflame Intensity level. | Sorcerer Storm Sorcery Feature | 30 | 6 | Suffusion - Storm Sorcery | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Storm Guide | You gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind. | Sorcerer Storm Sorcery Feature | 30 | 6 | Suffusion - Storm Sorcery | Suffusion | General | Natural | Bonus Action | Long Rest | No | |||||
| Storm’s Fury | When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Aethyrflame Intensity level. The attacker must also make a Strength saving throw against your Aethyrflame spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. | Sorcerer Storm Sorcery Feature | 35 | 10 | Suffusion - Storm Sorcery | Suffusion | General | Natural | Reaction | Long Rest | No | |||||
| Wind Soul | You gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Aethyrflame Ability modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. | Sorcerer Storm Sorcery Feature | 90 | 14 | Suffusion - Storm Sorcery | Suffusion | General | Natural | Action | Long Rest | No | |||||
| Suffusion - Wild Magic | Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. ### Wild Magic Surge Your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. Wild Magic Surge | d100 | Effect | | --- | --- | | 01–02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | | 03–04 | For the next minute, you can see any invisible creature if you have line of sight to it. | | 05–06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | | 07–08 | You cast fireball as a 3rd-level spell centered on yourself. | | 09–10 | You cast magic missile as a 5th-level spell. | | 11–12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | | 13–14 | You cast confusion centered on yourself. | | 15–16 | For the next minute, you regain 5 hit points at the start of each of your turns. | | 17–18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | | 19–20 | You cast grease centered on yourself. | | 21–22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | | 23–24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | | 25–26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | | 27–28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | | 29–30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | | 31–32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | | 33–34 | Maximize the damage of the next damaging spell you cast within the next minute. | | 35–36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. | | 37–38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | | 39–40 | You regain 2d10 hit points. | | 41–42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | | 43–44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | | 45–46 | You cast levitate on yourself. | | 47–48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | | 49–50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | | 51–52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | | 53–54 | You are immune to being intoxicated by alcohol for the next 5d6 days. | | 55–56 | Your hair falls out but grows back within 24 hours. | | 57–58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. | | 59–60 | You regain your lowest-level expended spell slot. | | 61–62 | For the next minute, you must shout when you speak. | | 63–64 | You cast fog cloud centered on yourself. | | 65–66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | | 67–68 | You are frightened by the nearest creature until the end of your next turn. | | 69–70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | | 71–72 | You gain resistance to all damage for the next minute. | | 73–74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | | 75–76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | | 77–78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. | | 79–80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | | 81–82 | You can take one additional action immediately. | | 83–84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | | 85–86 | You cast mirror image. | | 87–88 | You cast fly on a random creature within 60 feet of you. | | 89–90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. | | 91–92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | | 93–94 | Your size increases by one size category for the next minute. | | 95–96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | | 97–98 | You are surrounded by faint, ethereal music for the next minute. | | 99–00 | You regain all expended sorcery points. | | Sorcerer Wild Magic Feature | 5 | 1 | Suffusion | General | Arcane | None | Long Rest | No | ||||||
| Tides of Chaos | You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a spell of 1st level or higher. You then regain the use of this feature. | Sorcerer Wild Magic Feature | 30 | 1 | Suffusion - Wild Magic | Suffusion | General | Arcane | Free | No | ||||||
| Bend Luck | You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. | Sorcerer Wild Magic Feature | 30 | 6 | Suffusion - Wild Magic, Font of Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Reaction | Long Rest | No | |||||
| Controlled Chaos | You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. | Sorcerer Wild Magic Feature | 35 | 10 | Suffusion - Wild Magic, Tides of Chaos | Suffusion | General | Arcane | Free | Long Rest | No | |||||
| Spell Bombardment | The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. | Sorcerer Wild Magic Feature | 40 | 14 | Suffusion - Wild Magic | Suffusion | Spellcaster, Spellfighter | Arcane | Free | Long Rest | No | |||||
| Divine Intervention | You can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Aethyrflame Intensity level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any spell from your Spell Domain would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. When your Aethyrflame Intensity reaches level 20, your call for intervention succeeds automatically, no roll required. | Cleric Base Feature | 35 | 10 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Turn Undead | As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. You can use this feature a number of times per rest according to your Aethyrflame Intensity Level: - Levels 1-5: Once per short or long rest - Level 6-17: Twice per short or long rest - Levels 17+: Thrice per short or long rest | Cleric Base Feature | 15 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Destroy Undead | ### Destroy Undead When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. | Cleric Base Feature | 30 | 5 | Channel Divinity: Turn Undead | Dedication | General | Divine | Free | Long Rest | No | |||||
| Harness Divine Power | You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Alternatively, as a bonus action you can expend one spell slot of a level higher than half your proficiency bonus (rounded up) to regain a use of a Channel Divinity features. The number of times you can use this feature is based on the level you’ve reached: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. | Cleric Base Feature | 20 | 2 | Dedication | Spellcaster | Divine | Bonus Action | Long Rest | No | ||||||
| Blessed Strikes | Replaces the Divine Strike or Potent Spellcasting feature You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. | Cleric Base Feature | 40 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Potent Spellcasting | You add your Aethyrflame Ability modifier to the damage you deal with any cantrip. | Cleric Base Feature | 40 | 8 | Dedication | Spellcaster | Divine | None | No | |||||||
| Channel Divinity: Arcane Abjuration | You can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Once your Aethyrflame Intensity reaches level 5, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table. Arcane Banishment Arcane Abjuration Banishment | Aethyrflame Intensity Level | Banishes Creatures of CR … | | --- | --- | | 5th | 1/2 or lower | | 8th | 1 or lower | | 11th | 2 or lower | | 14th | 3 or lower | | 17th | 4 or lower | | Cleric Arcana Domain Feature | 30 | 2 | Dedication | General | Arcane | Action | Long Rest | No | ||||||
| Spell Breaker | When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. | Cleric Arcana Domain Feature | 30 | 6 | Dedication | Spellcaster, Spellfighter | Arcane | Free | Long Rest | No | ||||||
| Reaper | You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. | Cleric Death Domain Feature | 30 | 1 | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | ||||||
| Channel Divinity: Touch of Death | You can use Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your Aethyrflame Intensity level. | Cleric Death Domain Feature | 30 | 2 | Dedication | General | Divine | Free | Long Rest | No | ||||||
| Inescapable Destruction | Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage. | Cleric Death Domain Feature | 30 | 6 | Dedication | Spellcaster, Spellfighter | Divine | None | No | |||||||
| Divine Strike (Death) | You gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Death Domain Feature | 30 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Improved Reaper | When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target. | Cleric Death Domain Feature | 50 | 17 | Reaper | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | |||||
| Blessing of the Forge | You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. | Cleric Forge Domain Feature | 30 | 1 | Dedication | General | Divine | Long Rest | Long Rest | No | ||||||
| Channel Divinity: Artisan's Blessing | You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. | Cleric Forge Domain Feature | 30 | 2 | Dedication | General | Divine | None | No | |||||||
| Soul of the Forge | Your mastery of the forge grants you special abilities: - You gain resistance to fire damage. - While wearing heavy armor, you gain a +1 bonus to AC. | Cleric Forge Domain Feature | 30 | 6 | Dedication | General | Divine | None | No | |||||||
| Divine Strike (Forge) | You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Forge Domain Feature | 30 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Saint of Forge and Fire | Your blessed affinity with fire and metal becomes more powerful: - You gain immunity to fire damage. - While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. | Cleric Forge Domain Feature | 50 | 17 | Soul of the Forge | Dedication | General | Divine | None | No | ||||||
| Circle of Mortality | You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. | Cleric Grave Domain Feature | 30 | 1 | Dedication | Spellcaster, Spellfighter | Divine | Bonus Action | Long Rest | No | ||||||
| Eyes of the Grave | You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once). You regain all expended uses when you finish a long rest. | Cleric Grave Domain Feature | 30 | 1 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Path to the Grave | You can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. | Cleric Grave Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Sentinel at Death’s Door | You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once). You regain all expended uses when you finish a long rest. | Cleric Grave Domain Feature | 30 | 6 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Keeper of Souls | You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. | Cleric Grave Domain Feature | 50 | 17 | Dedication | General | Divine | None | No | |||||||
| Blessings of Knowledge | Cleric Knowledge Domain Feature | 30 | 1 | Dedication | General | Arcane | None | No | ||||||||
| Channel Divinity: Knowledge of the Ages | You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. | Cleric Knowledge Domain Feature | 30 | 2 | Dedication | General | Arcane | Action | Long Rest | No | ||||||
| Channel Divinity: Read Thoughts | You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. | Cleric Knowledge Domain Feature | 30 | 6 | Dedication | General | Arcane | Action | Long Rest | No | ||||||
| Visions of the Past | You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Aethyrflame Ability score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Aethyrflame Ability score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Aethyrflame Ability score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. | Cleric Knowledge Domain Feature | 50 | 17 | Dedication | General | Arcane | 1 Minute | No | |||||||
| Disciple of Life | Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature. | Cleric Life Domain Feature | 30 | 1 | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | ||||||
| Channel Divinity: Preserve Life | You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Aethyrflame Intensity level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. | Cleric Life Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Blessed Healer | The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. | Cleric Life Domain Feature | 30 | 6 | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | ||||||
| Divine Strike (Life) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Life Domain Feature | 35 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Supreme Healing | When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. | Cleric Life Domain Feature | 125 | 17 | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | ||||||
| Warding Flare | You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Aethyrflame Ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Cleric Light Domain Feature | 30 | 1 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Channel Divinity: Radiance of the Dawn | You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Aethyrflame Intensity level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. | Cleric Light Domain Feature | 20 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Improved Flare | You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. | Cleric Light Domain Feature | 30 | 6 | Warding Flare | Dedication | General | Divine | None | No | ||||||
| Corona of Light | You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. | Cleric Light Domain Feature | 80 | 17 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Charm Animals and Plants | You can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. | Cleric Nature Domain Feature | 30 | 2 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Dampen Elements | When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. | Cleric Nature Domain Feature | 30 | 6 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Divine Strike (Nature) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Nature Domain Feature | 30 | 8 | Dedication | Spellfighter | Natural | Attack | No | |||||||
| Master of Nature | You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. | Cleric Nature Domain Feature | 50 | 17 | Channel Divinity: Charm Animals and Plants | Dedication | General | Natural | Bonus Action | No | ||||||
| Voice of Authority | Order Domain feature You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. | Cleric Order Domain Feature | 30 | 1 | Dedication | General | Divine | None | No | |||||||
| Channel Divinity: Order’s Demand | Order Domain feature You can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. | Cleric Order Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Embodiment of the Law | Order Domain feature You have become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Cleric Order Domain Feature | 30 | 6 | Dedication | Spellcaster, Spellfighter | Divine | Free | Long Rest | No | ||||||
| Divine Strike (Order) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Order Domain Feature | 40 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Order's Wrath | Order Domain feature Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. | Cleric Order Domain Feature | 80 | 17 | Divine Strike (Order) | Dedication | General | Divine | Attack | No | ||||||
| Emboldening Bond | Peace Domain feature You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Cleric Peace Domain Feature | 30 | 1 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Balm of Peace | Peace Domain feature You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Aethyrflame Ability modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. | Cleric Peace Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Protective Bond | Peace Domain feature The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead. | Cleric Peace Domain Feature | 35 | 6 | Emboldening Bond | Dedication | General | Divine | Free | Long Rest | No | |||||
| Potent Spellcasting | Peace Domain feature You add your Aethyrflame Ability modifier to the damage you deal with any cleric cantrip. | Cleric Peace Domain Feature | 40 | 8 | Dedication | General | Divine | None | No | |||||||
| Expansive Bond | Peace Domain feature The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage. | Cleric Peace Domain Feature | 115 | 17 | Emboldening Bond | Dedication | General | Divine | Free | Long Rest | No | |||||
| Wrath of the Storm | You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Aethyrflame Ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Cleric Tempest Domain Feature | 30 | 1 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Channel Divinity: Destructive Wrath | You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. | Cleric Tempest Domain Feature | 30 | 2 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Thunderbolt Strike | When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. | Cleric Tempest Domain Feature | 30 | 6 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Divine Strike (Tempest) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Tempest Domain Feature | 30 | 8 | Dedication | Spellfighter | Natural | Free | Long Rest | No | ||||||
| Stormborn | You have a flying speed equal to your current walking speed whenever you are not underground or indoors. | Cleric Tempest Domain Feature | 50 | 17 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Blessing of the Trickster | You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. | Cleric Trickery Domain Feature | 30 | 1 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Invoke Duplicity | You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. | Cleric Trickery Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Cloak of Shadows | You can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. | Cleric Trickery Domain Feature | 30 | 6 | Dedication | Spellfighter | Divine | Action | Long Rest | No | ||||||
| Divine Strike (Trickster) | You gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Trickery Domain Feature | 30 | 8 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Improved Duplicity | You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. | Cleric Trickery Domain Feature | 50 | 17 | Channel Divinity: Invoke Duplicity | Dedication | Spellfighter | Divine | Bonus Action | Long Rest | No | |||||
| Eyes of Night | Twilight Domain feature You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Aethyrflame Ability modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. | Cleric Twilight Domain Feature | 30 | 1 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Vigilant Blessing | Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. | Cleric Twilight Domain Feature | 30 | 1 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity: Twilight Sanctuary | You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: - You grant it temporary hit points equal to 1d6 plus your Aethyrflame Intensity level. - You end one effect on it causing it to be charmed or frightened. | Cleric Twilight Domain Feature | 30 | 2 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Steps of Night | Twilight Domain feature You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Cleric Twilight Domain Feature | 30 | 6 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Divine Strike (Twilight) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric Twilight Domain Feature | 40 | 8 | Dedication | Spellfighter | Divine | Attack | No | |||||||
| Twilight Shroud | Twilight Domain feature The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. | Cleric Twilight Domain Feature | 60 | 17 | Channel Divinity: Twilight Sanctuary | Dedication | General | Divine | None | No | ||||||
| War Priest | Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Aethyrflame ability modifier (a minimum of once). You regain all expended uses when you finish a long rest. | Cleric War Domain Feature | 20 | 1 | Dedication | Spellfighter, Martial | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity: Guided Strike | You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | Cleric War Domain Feature | 30 | 2 | Dedication | Spellfighter, Martial | Divine | Free | Long Rest | No | ||||||
| Channel Divinity: War God’s Blessing | When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | Cleric War Domain Feature | 30 | 6 | Dedication | Spellfighter, Martial | Divine | Reaction | Long Rest | No | ||||||
| Divine Strike (War) | You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When your Aethyrflame Intensity reaches level 14, the extra damage increases to 2d8. | Cleric War Domain Feature | 30 | 8 | Dedication | Spellfighter, Martial | Divine | Free | Long Rest | No | ||||||
| Avatar of Battle | You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. | Cleric War Domain Feature | 50 | 17 | Dedication | Spellfighter, Martial | Divine | None | No | |||||||
| Wild Shape | You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your Aethyrflame Intensity Level determines the beasts you can transform into, as shown in the Beast Shapes table. At Aethyrflame Intensity level 2, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Alternatively, you can transform into one of the forms on the Wildshapes table according to your Aethyrflame Intensity Level. Beast Shapes | Level | Max CR | Limitations | Example | | --- | --- | --- | --- | | 2nd | 1/4 | No flying or swimming speed | Wolf | | 4th | 1/2 | No flying speed | Crocodile | | 8th | 1 | — | Giant eagle | You can stay in a beast shape for a number of hours equal to half your Aethyrflame Intensity level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. - When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. - You retain the benefit of any features from your race or any other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. | Druid Base Feature | 30 | 2 | Suffusion | General | Natural | Action | Long Rest | No | ||||||
| Beast Spells | You can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in a beast shape, but you aren’t able to provide material components. | Druid Base Feature | 50 | 18 | Wild Shape | Suffusion | Spellfighter | Natural | None | No | ||||||
| Archdruid | You can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. | Druid Base Feature | 55 | 20 | Wild Shape | Suffusion | Spellfighter | Natural | None | No | ||||||
| Wild Companion | You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your Aethyrflame Intensity level. | Druid Base Feature | 70 | 14 | Suffusion | General | Natural | Action | Long Rest | No | ||||||
| Balm of the Summer Court | You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your Aethyrflame Intensity level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your Aethyrflame Intensity level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest. | Druid Circle of Dreams Feature | 30 | 2 | Suffusion | General | Natural | Bonus Action | Long Rest | No | ||||||
| Hearth of Moonlight and Shadow | Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere. | Druid Circle of Dreams Feature | 30 | 6 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Hidden Paths | You can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Druid Circle of Dreams Feature | 60 | 10 | Suffusion | General | Natural | Bonus Action | Long Rest | No | ||||||
| Walker in Dreams | The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest. | Druid Circle of Dreams Feature | 75 | 14 | Suffusion | General | Natural | Short Rest | No | |||||||
| Halo of Spores | You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at Aethyrflame Intensity level 6, 1d8 at level 10, and 1d10 at level 14. | Druid Circle of Spores Feature | 30 | 2 | Suffusion | General | Natural | Reaction | Long Rest | No | ||||||
| Symbiotic Entity | You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each Aethyrflame Intensity level you have. While this feature is active, you gain the following benefits: - When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. - Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. | Druid Circle of Spores Feature | 30 | 2 | Suffusion | General | Natural | Action | Long Rest | No | ||||||
| Fungal Infestation | Circle of Spores feature Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Druid Circle of Spores Feature | 35 | 6 | Suffusion | General | Natural | Reaction | Long Rest | No | ||||||
| Spreading Spores | Circle of Spores feature You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can’t use your Halo of Spores reaction. | Druid Circle of Spores Feature | 40 | 10 | Suffusion | General | Natural | Bonus Action | Long Rest | No | ||||||
| Fungal Body | Circle of Spores feature The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated. | Druid Circle of Spores Feature | 40 | 14 | Suffusion | General | Natural | None | No | |||||||
| Star Map | You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: - You know the guidance cantrip. - You have the guiding bolt spell prepared. It counts as an Aethyrflame spell for you, and it doesn’t count against the number of spells you can have prepared. - You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Star Map | d6 | Map Form | | --- | --- | | 1 | A scroll covered with depictions of constellations | | 2 | A stone tablet with fine holes drilled through it | | 3 | A speckled owlbear hide, tooled with raised marks | | 4 | A collection of maps bound in an ebony cover | | 5 | A crystal that projects starry patterns when placed before a light | | 6 | Glass disks that depict constellations | | Druid Circle of Stars Feature | 30 | 2 | Suffusion | General | Natural, Arcane | Free | Long Rest | No | ||||||
| Starry Form | Circle of the Stars feature As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Aethyrflame Ability modifier. Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Aethyrflame Ability modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. | Druid Circle of Stars Feature | 30 | 2 | Suffusion | General | Natural, Arcane | Bonus Action | Long Rest | No | ||||||
| Cosmic Omen | Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Druid Circle of Stars Feature | 30 | 6 | Suffusion | General | Natural, Arcane | Reaction | Long Rest | No | ||||||
| Twinkling Constellations | Circle of the Stars feature The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover. Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body. | Druid Circle of Stars Feature | 40 | 10 | Suffusion | General | Natural, Arcane | None | No | |||||||
| Full of Stars | Circle of the Stars feature While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. | Druid Circle of Stars Feature | 90 | 14 | Suffusion | General | Natural, Arcane | None | No | |||||||
| Natural Recovery | You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Aethyrflame Intensity level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when your Aethyrflame Intensity level is 4, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. | Druid Circle of Land Feature | 30 | 2 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Land’s Stride | Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. | Druid Circle of Land Feature | 30 | 6 | Suffusion | General | Natural | None | No | |||||||
| Nature’s Ward | You can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. | Druid Circle of Land Feature | 35 | 10 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Nature’s Sanctuary | Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Aethyrflame spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. | Druid Circle of Land Feature | 40 | 14 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Combat Wild Shape | You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. | Druid Circle of the Moon Feature | 30 | 2 | Wild Shape | Suffusion | General | Natural | Bonus Action | Long Rest | No | |||||
| Circle Forms | The rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). When your Aethyrflame Intensity reaches level 6, you can transform into a beast with a challenge rating as high as your Aethyrflame Intensity level divided by 3, rounded down. Additionally, when you use your Wild Shape to transform into a form on the Wildshapes table, you can transform into a form with a tier one higher than your Aethyrflame Intensity Level would normally be able to. For example, at level 2 you can transform into any Tier 2 form (normally available at level 5); at level 5 you can transform into any Tier 3 form (normally available at level 9); and so on for the higher tiers. | Druid Circle of the Moon Feature | 30 | 2 | Wild Shape | Suffusion | General | Natural | None | No | ||||||
| Primal Strike | Your attacks in while in a Wild Shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | Druid Circle of the Moon Feature | 20 | 6 | Wild Shape | Suffusion | General | Natural | Attack | No | ||||||
| Circle Forms | The rites of your circle grant you the ability to transform into more dangerous animal forms. You can transform into a beast with a challenge rating as high as your Aethyrflame Intensity level divided by 3, rounded down. | Druid Circle of the Moon Feature | 30 | 6 | Wild Shape | Suffusion | General | Natural | None | No | ||||||
| Elemental Wild Shape | You can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. Additionally, at Aethyrflame Intensity level 16, when you Wild Shape into one of the forms on the Wildshapes Table with an Air Aspect you also gain the Greater Air Aspect while in that form. The same is true for forms with the Earth Aspect, Fire Aspect, and Water Aspect gaining the greater aspect feature (Greater Earth Aspect, Greater Fire Aspect, Greater Water Aspect) | Druid Circle of the Moon Feature | 40 | 10 | Wild Shape | Suffusion | General | Natural | None | No | ||||||
| Thousand Forms | You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. | Druid Circle of the Moon Feature | 10 | 6 | Suffusion | General | Natural, Arcane | Action | No | |||||||
| Speech of the Woods | You gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. | Circle of the Shepherd Feature | 30 | 2 | Suffusion | General | Natural | None | No | |||||||
| Spirit Totem | You can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below. Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your Aethyrflame Intensity level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your Aethyrflame Intensity level. | Circle of the Shepherd Feature | 30 | 2 | Suffusion | General | Natural | Bonus Action | Long Rest | No | ||||||
| Mighty Summoner | ### Mighty Summoner Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: - The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. - The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. | Circle of the Shepherd Feature | 30 | 6 | Suffusion | General | Natural | None | No | |||||||
| Guardian Spirit | Your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your Aethyrflame Intensity level. | Circle of the Shepherd Feature | 35 | 10 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Faithful Summons | The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. | Circle of the Shepherd Feature | 40 | 14 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Summon Wildfire Spirit | Circle of Wildfire feature You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. WILDFIRE SPIRIT Small elemental Armor Class 13 (natural armor) Hit Points 5 + five times your intensity level Speed 30 ft., fly 30 ft. (hover) STR DEX CON 10 (+0) 14 (+2) 14 (+2) INT WIS CHA 13 (+1) 15 (+2) 11 (+0) Damage Immunities fire Condition Immunities charmed, frightened, grappled, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Actions Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage. Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. | Circle of Wildfire Feature | 30 | 2 | Suffusion | General | Natural | Action | Long Rest | No | ||||||
| Enhanced Bond | Circle of Wildfire feature The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. | Circle of Wildfire Feature | 30 | 6 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Cauterizing Flames | Circle of Wildfire feature You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Aethyrflame Ability modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Circle of Wildfire Feature | 65 | 10 | Suffusion | General | Natural | Reaction | Long Rest | No | ||||||
| Blazing Revival | Circle of Wildfire feature The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest. | Circle of Wildfire Feature | 40 | 14 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Unarmored Defense | While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Aethyrflame Ability modifier. | Monk Base Feature | 30 | 1 | General | Martial, Spellfighter | General | None | No | |||||||
| Martial Arts | Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and simple weapons. You gain the following benefits while you are unarmed or wielding only simple weapons and you aren’t wearing armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or simple weapon. This die changes as your Aethyrflame Intensity level increases, as shown in the Martial Arts column of the Monk table. - When you use the Attack action with an unarmed strike or a simple weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Certain monasteries use specialized forms of simple weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a simple weapon, you can use the game statistics provided for the weapon in the Weapons section. | Monk Base Feature | 30 | 1 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Ki | Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Aethyrflame Intensity level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as your Aethyrflame Intensity level increases. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Aethyrflame Ability modifier Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. | Monk Base Feature | 30 | 2 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Unarmored Movement | Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases at certain Aethyrflame Intensity levels, as shown in the Monk table. When your Aethyrflame Intensity reaches level 9, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. | Monk Base Feature | 30 | 2 | Martial Arts | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Deflect Missiles | You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Aethyrflame Intensity level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a simple weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. | Monk Base Feature | 30 | 3 | Ki | General | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Slow Fall | You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Aethyrflame Intensity level. | Monk Base Feature | 20 | 4 | Martial Arts | General | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Stunning Strike | You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. | Monk Base Feature | 30 | 5 | Ki | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Ki-Empowered Strikes | Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | Monk Base Feature | 30 | 6 | Ki | General | Martial, Spellfighter | General | Attack | No | ||||||
| Swift Unarmored Movement | Your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield. | Monk Base Feature | 30 | 6 | Unarmored Movement | General | Martial, Spellfighter | General | None | No | ||||||
| Evasion | Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | Monk Base Feature | 30 | 7 | Martial Arts | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Stillness of Mind | You can use your action to end one effect on yourself that is causing you to be charmed or frightened. | Monk Base Feature | 30 | 7 | Ki | General | Spellfighter | General | Action | Long Rest | No | |||||
| Weightless Unarmored Movement | You gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move. | Monk Base Feature | 35 | 9 | Unarmored Movement | General | Martial, Spellfighter | General | None | No | ||||||
| Purity of Body | Your mastery of the ki flowing through you makes you immune to disease and poison. | Monk Base Feature | 35 | 10 | Ki | Dedication | Martial, Spellfighter | General | None | No | ||||||
| Tongue of the Sun and Moon | You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. | Monk Base Feature | 10 | 6 | Ki | Dedication | Spellfighter | General | None | No | ||||||
| Diamond Soul | Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. | Monk Base Feature | 40 | 14 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Expeditious Unarmored Movement | Your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield. | Monk Base Feature | 40 | 14 | Unarmored Movement | Dedication | Martial, Spellfighter | General | None | No | ||||||
| Timeless Body | Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. | Monk Base Feature | 45 | 15 | Ki | Dedication | Martial, Spellfighter | General | None | No | ||||||
| Empty Body | You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. | Monk Base Feature | 100 | 18 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Prodigious Unarmored Movement | Your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield. | Monk Base Feature | 50 | 18 | Unarmored Movement | Dedication | Martial, Spellfighter | General | None | No | ||||||
| Perfect Self | When you roll for initiative and have no ki points remaining, you regain 4 ki points. | Monk Base Feature | 55 | 20 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Dedicated Weapon | You train yourself to use a variety of weapons with your martial arts, not just simple weapons. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a simple weapon until you use this feature again. The chosen weapon must meet these criteria: - The weapon must be a simple or martial weapon. - You must be proficient with it. - It must lack the heavy and special properties. | Monk Base Feature | 30 | 2 | Martial Arts | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Ki-Fueled Attack | If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a simple weapon as a bonus action before the end of the turn. | Monk Base Feature | 30 | 3 | Ki | Dedication | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Quickened Healing | As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. | Monk Base Feature | 30 | 4 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Focused Aim | When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. | Monk Base Feature | 30 | 5 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Implements of Mercy | Way of Mercy feature You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. Merciful Mask Implements of Mercy | d6 | Mask Appearance | | --- | --- | | 1 | Raven | | 2 | Blank and white | | 3 | Crying visage | | 4 | Laughing visage | | 5 | Skull | | 6 | Butterfly | | Monk Way of Mercy Feature | 30 | 3 | Dedication | Spellfighter | General | Free | Long Rest | No | ||||||
| Hand of Healing | Way of Mercy feature Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Aethyrflame Ability modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing. | Monk Way of Mercy Feature | 30 | 3 | Implements of Mercy, Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Hand of Harm | Way of Mercy feature You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Aethyrflame Ability modifier. You can use this feature only once per turn. | Monk Way of Mercy Feature | 30 | 3 | Implements of Mercy, Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Physician’s Touch | Way of Mercy feature You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm. When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn. | Monk Way of Mercy Feature | 30 | 6 | Implements of Mercy | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Flurry of Healing and Harm | Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn. | Monk Way of Mercy Feature | 65 | 11 | Martial Arts, Hand of Harm | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Hand of Ultimate Mercy | Way of Mercy feature Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Aethyrflame Ability modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest. | Monk Way of Mercy Feature | 50 | 17 | Implements of Mercy, Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Shadow Arts | You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. | Monk Way of Shadow Feature | 30 | 3 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Shadow Step | You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. | Monk Way of Shadow Feature | 35 | 6 | Ki | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Cloak of Shadows | You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. | Monk Way of Shadow Feature | 40 | 11 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Opportunist | You can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. | Monk Way of Shadow Feature | 50 | 17 | Martial Arts | Dedication | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Draconic Disciple | Way of the Ascendant Dragon Feature You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits: Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest. Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. | Monk Way of Ascendent Dragon Feature | 30 | 3 | Martial Arts | Dedication | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Breath of the Dragon | Way of the Ascendant Dragon Feature You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At Aethyrflame Intensity level 11, the damage of this feature increases to three rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again. | Monk Way of Ascendent Dragon Feature | 30 | 3 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Wings Unfurled | Way of the Ascendant Dragon Feature When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Monk Way of Ascendent Dragon Feature | 35 | 6 | Martial Arts | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Aspect of the Wyrm | Way of the Ascendant Dragon Feature The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice: Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage. Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again. | Monk Way of Ascendent Dragon Feature | 35 | 11 | Martial Arts | Dedication | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Ascendant Aspect | Way of the Ascendant Dragon Feature Your draconic spirit reaches its peak. You gain the following benefits: Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice). | Monk Way of Ascendent Dragon Feature | 105 | 17 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Arms of the Astral Self | Way of the Astral Self feature Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits: - You can use your Aethyrflame Ability modifier in place of your Strength modifier when making Strength checks and Strength saving throws. - You can use the spectral arms to make unarmed strikes. - When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. - The unarmed strikes you make with the arms can use your Aethyrflame Ability modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force. | Monk Way of Astral Self Feature | 35 | 3 | Ki | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Visage of the Astral Self | Way of the Astral Self feature You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die. The spectral visage covers your face like a helmet or mask. You determine its appearance. While the spectral visage is present, you gain the following benefits. Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Wisdom of the Spirit. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. Word of the Spirit. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. | Monk Way of Astral Self Feature | 30 | 6 | Arms of the Astral Self | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Body of the Astral Self | Way of the Astral Self feature When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance. While the spectral body is present, you gain the following benefits. Deflect Energy. When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Aethyrflame Ability modifier (minimum reduction of 1). Empowered Arms. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die. | Monk Way of Astral Self Feature | 65 | 11 | Arms of the Astral Self | Dedication | Spellfighter | General | Reaction | Long Rest | No | |||||
| Awakened Astral Self | Way of the Astral Self feature Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die. While your astral self is awakened, you gain the following benefits. Armor of the Spirit. You gain a +2 bonus to Armor Class. Astral Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms. | Monk Way of Astral Self Feature | 90 | 17 | Arms of the Astral Self | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Extract Aspects | You can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest. Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. | Monk Way of Cobalt Soul Feature | 30 | 3 | Martial Arts | Dedication | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Extort Truth | You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts. If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit. | Monk Way of Cobalt Soul Feature | 30 | 6 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Mystical Erudition | You have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency. | Monk Way of Cobalt Soul Feature | 30 | 6 | Knowledge | General | General | None | No | |||||||
| Mind of Mercury | You’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect. | Monk Way of Cobalt Soul Feature | 35 | 11 | Ki | Dedication | Spellfighter | General | None | No | ||||||
| Mystical Erudition (Additional) | You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list). | Monk Way of Cobalt Soul Feature | 35 | 11 | Knowledge | General | General | None | No | |||||||
| Mystical Erudition (Additional) | You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list). | Monk Way of Cobalt Soul Feature | 50 | 17 | Knowledge | General | General | None | No | |||||||
| Debilitating Barrage | You’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type. If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours. | Monk Way of Cobalt Soul Feature | 50 | 17 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Drunken Technique | You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. | Monk Way of Drunken Master Feature | 30 | 3 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Tipsy Sway | You can move in sudden, swaying ways. You gain the following benefits. Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. | Monk Way of Drunken Master Feature | 30 | 6 | Ki | Dedication | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Drunkard’s Luck | You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. | Monk Way of Drunken Master Feature | 35 | 11 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Intoxicated Frenzy | You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. | Monk Way of Drunken Master Feature | 55 | 17 | Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Disciple of the Elements | You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice when your Aethyrflame Intensity reaches level 6, and again at levels 11 and 17. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. Casting Elemental Spells Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once your Aethyrflame Intensity reaches level 5, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if your Aethyrflame Intensity level is 5 and you use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your Aethyrflame Intensity level, as shown in the Spells and Ki Points table. Spells and Ki Points Elemental Ki Points Maximums | Aethyrflame Intensity Levels | Maximum Ki Points for a Spell | | --- | --- | | 5th–8th | 3 | | 9th–12th | 4 | | 13th–16th | 5 | | 17th–20th | 6 | | Monk Way of Four Elements Feature | 25 | 3 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Breath of Winter | You can spend 6 ki points to cast cone of cold. | Monk Way of Four Elements Feature | 60 | 17 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Clench of the North Wind | You can spend 3 ki points to cast hold person. | Monk Way of Four Elements Feature | 25 | 6 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Elemental Attunement | You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: - Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. - Instantaneously light or snuff out a candle, a torch, or a small campfire. - Chill or warm up to 1 pound of nonliving material for up to 1 hour. - Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. | Monk Way of Four Elements Feature | 25 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | ||||||
| Eternal Mountain Defense | You can spend 5 ki points to cast stoneskin, targeting yourself. | Monk Way of Four Elements Feature | 25 | 17 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Fangs of the Fire Snake | When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. | Monk Way of Four Elements Feature | 10 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | ||||||
| Fist of Four Thunders | You can spend 2 ki points to cast thunderwave. | Monk Way of Four Elements Feature | 25 | Ki | Dedication | Spellfighter | General | Action | No | |||||||
| Fist of Unbroken Air | You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. | Monk Way of Four Elements Feature | 25 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | ||||||
| Flames of the Phoenix | You can spend 4 ki points to cast fireball. | Monk Way of Four Elements Feature | 60 | 11 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Gong of the Summit | You can spend 3 ki points to cast shatter. | Monk Way of Four Elements Feature | 25 | 6 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Mist Stance | You can spend 4 ki points to cast gaseous form, targeting yourself. | Monk Way of Four Elements Feature | 25 | 11 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Ride the Wind | You can spend 4 ki points to cast fly, targeting yourself. | Monk Way of Four Elements Feature | 25 | 11 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| River of Hungry Flame | You can spend 5 ki points to cast wall of fire. | Monk Way of Four Elements Feature | 60 | 17 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Rush of the Gale Spirits | You can spend 2 ki points to cast gust of wind. | Monk Way of Four Elements Feature | 25 | Ki | Dedication | Spellfighter | General | Action | No | |||||||
| Shape the Flowing River | As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area. | Monk Way of Four Elements Feature | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||||
| Sweeping Cinder Strike | You can spend 2 ki points to cast burning hands. | Monk Way of Four Elements Feature | 25 | Ki | Dedication | Spellfighter | General | Action | No | |||||||
| Water Whip | You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. | Monk Way of Four Elements Feature | 25 | 2 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Wave of Rolling Earth | You can spend 6 ki points to cast wall of stone. | Monk Way of Four Elements Feature | 60 | 17 | Ki | Dedication | Spellfighter | General | Action | No | ||||||
| Path of the Kensei | Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types count as simple weapons for you. Many of this tradition’s features work only with your kensei weapons. When your Aethyrflame Intensity reaches level 6, and again at levels 11 and 17, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. | Monk Way of Kensei Feature | 30 | 3 | Martial Arts | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| One with the Blade | You extend your ki into your kensei weapons, granting you the following benefits. Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. | Monk Way of Kensei Feature | 30 | 6 | Path of the Kensei, Ki | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Kensei Weapon | You can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. | Monk Way of Kensei Feature | 30 | 6 | Path of the Kensei | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Sharpen the Blade | You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. | Monk Way of Kensei Feature | 35 | 11 | Path of the Kensei, Ki | Dedication | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Additional Kensei Weapon | You can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. | Monk Way of Kensei Feature | 35 | 11 | Path of the Kensei | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Unerring Accuracy | Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a simple weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. | Monk Way of Kensei Feature | 50 | 17 | Path of the Kensei | Dedication | Martial, Spellfighter | General | None | No | ||||||
| Additional Kensei Weapon | You can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above. | Monk Way of Kensei Feature | 50 | 17 | Path of the Kensei | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Touch of Death | Your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Aethyrflame Ability modifier + your Aethyrflame Intensity level (minimum of 1 temporary hit point). | Monk Way of Long Death Feature | 30 | 3 | Martial Arts | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Hour of Reaping | You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. | Monk Way of Long Death Feature | 30 | 6 | Touch of Death | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Mastery of Death | You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. | Monk Way of Long Death Feature | 35 | 11 | Ki | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Touch of the Long Death | Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. | Monk Way of Long Death Feature | 30 | 17 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Open Hand Technique | You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - It must succeed on a Dexterity saving throw or be knocked prone. - It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - It can’t take reactions until the end of your next turn. | Monk Way of Open Hand Feature | 30 | 3 | Martial Arts | Dedication | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Wholeness of Body | You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Aethyrflame Intensity level. You must finish a long rest before you can use this feature again. | Monk Way of Open Hand Feature | 15 | 6 | Dedication | Martial, Spellfighter | General | Action | Long Rest | No | ||||||
| Tranquility | You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Aethyrflame Ability modifier + your proficiency bonus. | Monk Way of Open Hand Feature | 50 | 11 | Wholeness of Body | Dedication | Martial, Spellfighter | General | Long Rest | Long Rest | No | |||||
| Quivering Palm | You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your Aethyrflame Intensity level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. | Monk Way of Open Hand Feature | 85 | 17 | Martial Arts | Dedication | Martial, Spellfighter | General | Action | Long Rest | No | |||||
| Radiant Sun Bolt | You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as your Aethyrflame Intensity level increases, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. | Monk Way of Sun Soul Feature | 30 | 3 | Ki | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Searing Arc Strike | You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your Aethyrflame Intensity level. | Monk Way of Sun Soul Feature | 30 | 6 | Ki | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Searing Sunburst | You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. | Monk Way of Sun Soul Feature | 35 | 11 | Ki | Dedication | Spellfighter | General | Action | Long Rest | No | |||||
| Sun Shield | You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Aethyrflame Ability modifier. | Monk Way of Sun Soul Feature | 50 | 17 | Ki | Dedication | Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Rage | In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases with your Aethyrflame Intensity level, as shown in the Rage Damage column of the Rage table. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Aethyrflame Intensity level in the Rages column of the Rage table, you must finish a long rest before you can rage again. | Barbarian Base Feature | 30 | 1 | General | Martial | General | Bonus Action | Long Rest | No | ||||||
| Reckless Attack | You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Barbarian Base Feature | 30 | 2 | General | Martial | General | Free | Long Rest | No | ||||||
| Danger Sense | You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. | Barbarian Base Feature | 30 | 2 | General | Martial | General | Free | Long Rest | No | ||||||
| Primal Path | You choose a path that shapes the nature of your rage. The Path of the Berserker is one such path, and additional primal paths are available in other sources. Your choice grants you features at Aethyrflame Intensity level 3 and again at levels 6, 10, and 14. | Barbarian Base Feature | 30 | 3 | General | Martial | General | None | No | |||||||
| Feral Instinct | Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. | Barbarian Base Feature | 30 | 7 | General | Martial | General | None | No | |||||||
| Brutal Critical | You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice when your Aethyrflame Intensity reaches level 13 and three additional dice at level 17. | Barbarian Base Feature | 35 | 9 | General | Martial | General | Free | Long Rest | No | ||||||
| Relentless Rage | Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. | Barbarian Base Feature | 35 | 11 | Rage | General | Martial | General | Free | Long Rest | No | |||||
| Merciless Critical | You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice when your Aethyrflame Intensity reaches level 17. | Barbarian Base Feature | 40 | 13 | General | Martial | General | Free | Long Rest | No | ||||||
| Persistent Rage | Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. | Barbarian Base Feature | 45 | 15 | Rage | General | Martial | General | None | No | ||||||
| Brutal Critical | You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. | Barbarian Base Feature | 55 | 17 | General | Martial | General | Free | Long Rest | No | ||||||
| Indomitable Might | If your total for a Strength check is less than your Strength score, you can use that score in place of the total. | Barbarian Base Feature | 50 | 18 | General | Martial | General | None | No | |||||||
| Primal Champion | You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. | Barbarian Base Feature | 55 | 20 | General | Martial | General | None | No | |||||||
| Instinctive Pounce | As part of the bonus action you take to enter your rage, you can move up to half your speed. | Barbarian Base Feature | 30 | 7 | Rage | General | Martial | General | Free | No | ||||||
| Ancestral Protectors | Spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. | Barbarian Path of Ancestors Feature | 30 | 3 | Rage | Suffusion | General | Divine | Free | Long Rest | No | |||||
| Spirit Shield | The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When your Aethyrflame Intensity reaches certain levels, you can reduce the damage by more: by 3d6 at level 10 and by 4d6 at level 14. | Barbarian Path of Ancestors Feature | 35 | 6 | Rage | Suffusion | General | Divine | Reaction | Long Rest | No | |||||
| Consult the Spirits | You gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Your Aethyrflame Ability is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. | Barbarian Path of Ancestors Feature | 35 | 10 | Ancestral Protectors | Suffusion | General | Divine | Free | Long Rest | No | |||||
| Vengeful Ancestors | Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. | Barbarian Path of Ancestors Feature | 40 | 14 | Spirit Shield | Suffusion | General | Divine | Free | Long Rest | No | |||||
| Battlerager Armor | You gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. > SPIKED ARMOR > Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. Cost: 75 gp AC: 14 + Dexterity modifier (max 2) Stealth: Disadvantage Weight: 45 lb. | Barbarian Path of Battlerage Feature | 25 | 3 | Rage | General | Martial | General | Free | Long Rest | No | |||||
| Reckless Abandon | When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. | Barbarian Path of Battlerage Feature | 25 | 6 | Rage | General | Martial | General | Free | Long Rest | No | |||||
| Battlerager Charge | You can take the Dash action as a bonus action while you are raging. | Barbarian Path of Battlerage Feature | 25 | 10 | Rage | General | Martial | General | Bonus Action | Long Rest | No | |||||
| Spiked Retribution | When a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor. | Barbarian Path of Battlerage Feature | 25 | 14 | Rage | General | Martial | General | Free | Long Rest | No | |||||
| Form of the Beast | Path of the Beast feature When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage: Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. | Barbarian Path of Beast Feature | 30 | 3 | Rage | Suffusion | General | Natural | Reaction | Long Rest | No | |||||
| Bestial Soul | Path of the Beast feature The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: Climbing You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Jumping When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. Swimming You gain a swimming speed equal to your walking speed, and you can breathe underwater. | Barbarian Path of Beast Feature | 30 | 6 | Form of the Beast | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Infectious Fury | Path of the Beast feature When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): - The target must use its reaction to make a melee attack against another creature of your choice that you can see. - The target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Barbarian Path of Beast Feature | 40 | 10 | Form of the Beast | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Call the Hunt | Path of the Beast feature The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Barbarian Path of Beast Feature | 50 | 14 | Form of the Beast | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Frenzy | You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. | Barbarian Path of Berserker Feature | 25 | 3 | Rage | General | Martial | General | Bonus Action | Long Rest | No | |||||
| Mindless Rage | You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. | Barbarian Path of Berserker Feature | 25 | 6 | Rage | General | Martial | General | Free | Long Rest | No | |||||
| Intimidating Presence | You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Aethyrflame Ability modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. | Barbarian Path of Berserker Feature | 25 | 10 | General | Martial | General | Action | Long Rest | No | ||||||
| Retaliation | When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. | Barbarian Path of Berserker Feature | 25 | 14 | General | Martial | General | Reaction | Long Rest | No | ||||||
| Storm Aura | You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever your Aethyrflame Intensity level increases. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when your Aethyrflame Intensity reaches certain levels, increasing to 3 at level 5, 4 at level 10, 5 at level 15, and 6 at level 20. Sea When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when your Aethyrflame Intensity reaches certain levels, increasing to 2d6 at level 10, 3d6 at level 15, and 4d6 at level 20. Tundra When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when your Aethyrflame Intensity reaches certain levels, increasing to 3 at level 5, 4 at level 10, 5 at level 15, and 6 at level 20. | Barbarian Path of Storm Feature | 30 | 3 | Rage | Suffusion | General | Natural | Bonus Action | Long Rest | No | |||||
| Storm Soul | The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura. Desert You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. Sea You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. | Barbarian Path of Storm Feature | 30 | 6 | Storm Aura | Suffusion | General | Natural | Action | Long Rest | No | |||||
| Shielding Storm | You learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. | Barbarian Path of Storm Feature | 35 | 10 | Storm Soul | Suffusion | General | Natural | None | No | ||||||
| Raging Storm | The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. Desert Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your Aethyrflame Intensity level. Sea When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. Tundra Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. | Barbarian Path of Storm Feature | 40 | 14 | Storm Aura | Suffusion | General | Natural | Reaction | Long Rest | No | |||||
| Spirit Seeker | Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section. | Barbarian Path of Totems Feature | 30 | 3 | Suffusion | General | Natural | Free | Long Rest | No | ||||||
| Totem Spirit | You choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Elk While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Tiger While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. Wolf While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. | Barbarian Path of Totems Feature | 30 | 3 | Rage | Suffusion | General | Natural | Bonus Action | Long Rest | No | |||||
| Aspect of the Beast | You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected for Totem Spirit or a different one. Bear You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. Elk Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast. Tiger You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. Wolf You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace). | Barbarian Path of Totems Feature | 30 | 6 | Totem Spirit | Suffusion | General | Natural | None | No | ||||||
| Spirit Walker | You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. | Barbarian Path of Totems Feature | 35 | 10 | Spirit Seeker | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Totemic Attunement | You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. Eagle While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Elk While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. Tiger While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. Wolf While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. | Barbarian Path of Totems Feature | 40 | 14 | Totem Spirit | Suffusion | General | Natural | Free | Long Rest | No | |||||
| Divine Fury | You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Aethyrflame Intensity level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature | Barbarian Path of Zealot Feature | 30 | 3 | Rage | Suffusion | General | Divine | Free | Long Rest | No | |||||
| Warrior of the Gods | Your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. | Barbarian Path of Zealot Feature | 30 | 3 | Divine Fury | Suffusion | General | Divine | Free | No | ||||||
| Fanatical Focus | The divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. | Barbarian Path of Zealot Feature | 30 | 6 | Divine Fury | Suffusion | General | Divine | None | No | ||||||
| Zealous Presence | You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. | Barbarian Path of Zealot Feature | 35 | 10 | Divine Fury | Suffusion | General | Divine | Bonus Action | Long Rest | No | |||||
| Rage beyond Death | The divine power that fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. | Barbarian Path of Zealot Feature | 40 | 14 | Divine Fury | Suffusion | General | Divine | None | No | ||||||
| Magic Awareness | Path of Wild Magic feature As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Barbarian Path of Wild Magic Feature | 30 | 3 | Suffusion | General | Arcane | Action | Long Rest | No | ||||||
| Wild Surge | Path of Wild Magic feature The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Wild Magic Barbarian Wild Magic | d8 | Effect | | --- | --- | | 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. | | 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | | 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. | | 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. | | 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. | | 6 | Until your rage ends, you are surrounded by multi?colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. | | 7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. | | 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | | Barbarian Path of Wild Magic Feature | 30 | 3 | Rage | Suffusion | General | Arcane | Free | Long Rest | No | |||||
| Bolstering Magic | Path of Wild Magic feature You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: - For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. - Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Barbarian Path of Wild Magic Feature | 30 | 6 | Wild Surge | Suffusion | General | Arcane | Action | Long Rest | No | |||||
| Unstable Backlash | Path of Wild Magic feature When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. | Barbarian Path of Wild Magic Feature | 35 | 10 | Wild Surge | Suffusion | General | Arcane | Reaction | Long Rest | No | |||||
| Controlled Surge | Path of Wild Magic feature Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. | Barbarian Path of Wild Magic Feature | 90 | 14 | Wild Surge | Suffusion | General | Arcane | Free | Long Rest | No | |||||
| Sneak Attack | You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases with your Aethyrflame Intensity level, as shown in the Sneak Attack column of the Sneak Attack table. | Rogue Base Feature | 30 | 1 | General | Martial, Spellfighter | General | Attack | No | |||||||
| Thieves’ Cant | During your rogue training you learned 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. | Rogue Base Feature | 5 | 1 | General | General | General | None | No | |||||||
| Cunning Action | Rogue Base Feature | 30 | 2 | General | General | General | Bonus Action | No | ||||||||
| Uncanny Dodge | When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. | Rogue Base Feature | 30 | 5 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Reliable Talent | You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. | Rogue Base Feature | 35 | 11 | General | General | General | Free | No | |||||||
| Blindsense | If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. | Rogue Base Feature | 40 | 14 | General | General | General | None | No | |||||||
| Slippery Mind | You have acquired greater mental strength. You gain proficiency in Wisdom saving throws. | Rogue Base Feature | 45 | 15 | General | General | General | None | No | |||||||
| Elusive | You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. | Rogue Base Feature | 50 | 18 | General | Martial, Spellfighter | General | None | No | |||||||
| Stroke of Luck | You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. | Rogue Base Feature | 55 | 20 | General | General | General | Free | No | |||||||
| Steady Aim | As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn | Rogue Base Feature | 30 | 3 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Mage Hand Legerdemain | When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: - You can stow one object the hand is holding in a container worn or carried by another creature. - You can retrieve an object in a container worn or carried by another creature. - You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. | Rogue Arcane Trickster Feature | 30 | 3 | General | Spellfighter, Spellcaster | General | Free | Long Rest | No | ||||||
| Magical Ambush | If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. | Rogue Arcane Trickster Feature | 35 | 9 | General | Spellfighter, Spellcaster | General | Free | Long Rest | No | ||||||
| Versatile Trickster | You gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. | Rogue Arcane Trickster Feature | 40 | 13 | General | Spellfighter, Spellcaster | General | Bonus Action | Long Rest | No | ||||||
| Spell Thief | You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a spell from your Spell Domain). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest. | Rogue Arcane Trickster Feature | 50 | 17 | General | Spellfighter, Spellcaster | General | Reaction | Long Rest | No | ||||||
| Assassinate | You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. | Rogue Assassin Feature | 30 | 3 | Sneak Attack | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Infiltration Expertise | You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. | Rogue Assassin Feature | 35 | 9 | Sneak Attack | General | Martial, Spellfighter | General | None | No | ||||||
| Impostor | You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. | Rogue Assassin Feature | 40 | 13 | Sneak Attack | General | Martial, Spellfighter | General | None | No | ||||||
| Death Strike | You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. | Rogue Assassin Feature | 50 | 17 | Sneak Attack | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Ear for Deceit | You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. | Rogue Inquisitor Feature | 30 | 3 | General | General | General | Free | No | |||||||
| Eye for Detail | You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. | Rogue Inquisitor Feature | 30 | 3 | General | General | General | Bonus Action | No | |||||||
| Insightful Fighting | You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. | Rogue Inquisitor Feature | 30 | 3 | General | General | General | Bonus Action | No | |||||||
| Steady Eye | You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. | Rogue Inquisitor Feature | 35 | 9 | General | General | General | None | No | |||||||
| Unerring Eye | Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Rogue Inquisitor Feature | 40 | 13 | General | General | General | Action | No | |||||||
| Eye for Weakness | You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. | Rogue Inquisitor Feature | 50 | 17 | Sneak Attack | General | Martial, Spellfighter | General | None | No | ||||||
| Master of Intrigue | You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. | Rogue Mastermind Feature | 30 | 3 | General | General | General | Free | No | |||||||
| Master of Tactics | Rogue Mastermind Feature | 30 | 3 | General | General | General | Bonus Action | No | ||||||||
| Insightful Manipulator | If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Intelligence score - Wisdom score - Charisma score - Aethyrflame Intensity level (if any) At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any. | Rogue Mastermind Feature | 35 | 9 | General | General | General | 1 Minute | No | |||||||
| Misdirection | You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. | Rogue Mastermind Feature | 40 | 13 | General | General | General | Reaction | No | |||||||
| Soul of Deceit | Your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic. | Rogue Mastermind Feature | 50 | 17 | General | General | General | None | No | |||||||
| Whispers of the Dead | Phantom feature Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. | Rogue Phantom Feature | 30 | 3 | General | General | Divine | Free | Long Rest | No | ||||||
| Wails from the Grave | Phantom feature As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Rogue Phantom Feature | 30 | 3 | Sneak Attack | General | General | Divine | Free | Long Rest | No | |||||
| Tokens of the Departed | Phantom feature When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways: - While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object. - When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature. - As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM. | Rogue Phantom Feature | 35 | 9 | General | General | Divine | Action | Long Rest | No | ||||||
| Ghost Walk | Phantom feature You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk. | Rogue Phantom Feature | 85 | 13 | General | General | Divine | Bonus Action | Long Rest | No | ||||||
| Death’s Friend | Phantom feature Your association with death has become so close that you gain the following benefits: - When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature. - At the end of a long rest, a soul trinket appears in your hand if you don’t have any soul trinkets, as the spirits of the dead are drawn to you. | Rogue Phantom Feature | 95 | 17 | Wails from the Grave, Tokens of the Departed | General | General | Divine | Free | Long Rest | No | |||||
| Skirmisher | You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. | Rogue Scout Feature | 30 | 3 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Survivalist | Rogue Scout Feature | 30 | 3 | General | Martial, Spellfighter | General | Free | Long Rest | No | |||||||
| Superior Mobility | Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. | Rogue Scout Feature | 35 | 9 | General | Martial, Spellfighter | General | None | No | |||||||
| Ambush Master | You excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. | Rogue Scout Feature | 40 | 13 | General | Martial, Spellfighter | General | Attack | No | |||||||
| Sudden Strike | You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn. | Rogue Scout Feature | 50 | 17 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Psionic Power | Soulknife feature You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest. When your Aethyrflame Intensity reaches certain levels, the size of your Psionic Energy dice increases: at level 5 (d8), level 11 (d10), and level 17 (d12). The powers below use your Psionic Energy dice. Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other. The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die. | Rogue Soulknife Feature | 25 | 3 | General | Martial, Spellfighter | Arcane | Action | Long Rest | No | ||||||
| Psychic Blades | Soulknife feature You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. | Rogue Soulknife Feature | 30 | 3 | General | Martial, Spellfighter | Arcane | Bonus Action | Long Rest | No | ||||||
| Soul Blades | Soulknife feature Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice: Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die. Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. | Rogue Soulknife Feature | 35 | 9 | General | Martial, Spellfighter | Arcane | Bonus Action | Long Rest | No | ||||||
| Psychic Veil | Soulknife feature You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again. | Rogue Soulknife Feature | 85 | 13 | General | Martial, Spellfighter | Arcane | Action | Long Rest | No | ||||||
| Rend Mind | Soulknife feature You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again. | Rogue Soulknife Feature | 95 | 17 | General | Martial, Spellfighter | Arcane | Free | Long Rest | No | ||||||
| Fancy Footwork | You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. | Rogue Swashbuckler Feature | 20 | 3 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Rakish Audacity | Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. | Rogue Swashbuckler Feature | 30 | 3 | General | Martial, Spellfighter | General | None | No | |||||||
| Panache | Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. | Rogue Swashbuckler Feature | 35 | 9 | General | Martial, Spellfighter | General | Action | Long Rest | No | ||||||
| Elegant Maneuver | You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. | Rogue Swashbuckler Feature | 40 | 13 | General | Martial, Spellfighter | General | Bonus Action | No | |||||||
| Master Duelist | Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. | Rogue Swashbuckler Feature | 50 | 17 | General | Martial, Spellfighter | General | Free | No | |||||||
| Second-Story Work | You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. | Rogue Thief Feature | 10 | 3 | General | General | General | Free | No | |||||||
| Supreme Sneak | You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. | Rogue Thief Feature | 35 | 9 | General | General | General | None | No | |||||||
| Use Magic Device | You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. | Rogue Thief Feature | 40 | 13 | General | General | General | Free | No | |||||||
| Thief’s Reflexes | You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. | Rogue Thief Feature | 85 | 17 | General | General | General | Free | No | |||||||
| Bardic Inspiration | You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Aethyrflame modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when your Aethyrflame Intensity reaches certain levels. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15. | Bard Base Feature | 20 | 1 | General | General | General | Free | No | |||||||
| Jack of All Trades | You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. | Bard Base Feature | 30 | 2 | General | General | General | None | No | |||||||
| Song of Rest | New: After creating music for at least 1 minute, you can pull restorative Aethyr from the weave and imbue it into the notes of your song. You and up to eight creatures of your choice who can hear you benefit from a short rest. You can use this feature twice, or three times once your Aethyrflame Intensity reaches level 16, and you regain all expended uses when you complete a long rest. | Bard Base Feature | 20 | 14 | General | General | General | Free | No | |||||||
| Expertise | Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. | Bard Base Feature | 20 | 3 | General | General | General | None | No | |||||||
| Mastery | Choose one of your skill proficiencies in which you have expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency and any d20 roll under 10 that you make for that ability is considered a 10 instead. This feature may be obtained a maximum of twice by expending 20 Aethyrpoints for each Mastered ability. | 20 | 5 | Expertise | General | General | General | None | No | |||||||
| Font of Inspiration | You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. | Bard Base Feature | 10 | 5 | Bardic Inspiration | General | General | General | Free | No | ||||||
| Countercharm | You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). | Bard Base Feature | 20 | 6 | General | Antimagic | General | Bonus Action | Long Rest | No | ||||||
| Magical Secrets | You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Aethyrflame spells for you and are included in your number of spells known. You learn two additional spells from any spell list when your Aethyrflame Intensity reaches level 14, and again at level 18. | Bard Base Feature | 35 | 10 | General | Spellcaster, Spellfighter | General | Varies | No | |||||||
| Superior Inspiration | When you roll initiative and have no uses of Bardic Inspiration left, you regain one use. | Bard Base Feature | 40 | 13 | Bardic Inspiration | General | General | General | Free | No | ||||||
| Magical Inspiration | If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | Bard Base Feature | 30 | 2 | General | General | General | None | No | |||||||
| Mote of Potential | College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below: Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Aethyrflame Ability modifier (minimum of 1 temporary hit point). | Bard College of Creation Feature | 30 | 3 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Performance of Creation | College of Creation feature As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your Aethyrflame Intensity level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player’s Handbook. Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. The size of the item you can create with this feature increases by one size category when your Aethyrflame Intensity reaches level 6 (Large) and level 14 (Huge). | Bard College of Creation Feature | 30 | 3 | Knowledge | General | General | Action | Long Rest | No | ||||||
| Animating Performance | College of Creation feature As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die. In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge. When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration. Once you animate an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate. DANCING ITEM Large or smaller construct Armor Class 16 (natural armor) Hit Points 10 + five times your Aethyrflame Intensity level Speed 30 ft., fly 30 ft. (hover) STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 4 (–3) WIS 10 (+0) CHA 6 (–2) Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned, frightened Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Immutable Form. The item is immune to any spell or effect that would alter its form. Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn’t incapacitated. Actions Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage. | Bard College of Creation Feature | 55 | 6 | Knowledge | General | General | Action | Long Rest | No | ||||||
| Creative Crescendo | College of Creation feature When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Aethyrflame Ability modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny. You are no longer limited by gp value when creating items with Performance of Creation. | Bard College of Creation Feature | 40 | 14 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Silver Tongue | College of Eloquence feature You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. | Bard College of Eloquence Feature | 30 | 3 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Unsettling Words | College of Eloquence feature You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. | Bard College of Eloquence Feature | 30 | 3 | Knowledge | General | General | Bonus Action | Long Rest | No | ||||||
| Unfailing Inspiration | College of Eloquence feature Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. | Bard College of Eloquence Feature | 30 | 6 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Universal Speech | College of Eloquence feature You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Aethyrflame Ability modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again. | Bard College of Eloquence Feature | 30 | 6 | Knowledge | General | General | Action | Long Rest | No | ||||||
| Infectious Inspiration | College of Eloquence feature When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses when you finish a long rest. | Bard College of Eloquence Feature | 45 | 14 | Knowledge | General | General | Reaction | Long Rest | No | ||||||
| Mantle of Inspiration | You gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Aethyrflame Ability modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when your Aethyrflame Intensity reaches certain levels, increasing to 8 at level 5, 11 at level 10, and 14 at level 15. | Bard College of Glamour Feature | 30 | 3 | Knowledge | General | General | Bonus Action | Long Rest | No | ||||||
| Enthralling Performance | You can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Aethyrflame Ability modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. | Bard College of Glamour Feature | 30 | 3 | Knowledge | General | General | 1 Minute | No | |||||||
| Mantle of Majesty | You gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest. | Bard College of Glamour Feature | 30 | 6 | Knowledge | General | General | Bonus Action | Long Rest | No | ||||||
| Unbreakable Majesty | Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest. | Bard College of Glamour Feature | 40 | 14 | Knowledge | General | General | Bonus Action | Long Rest | No | ||||||
| Cutting Words | You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. | Bard College of Lore Feature | 30 | 3 | Knowledge | General | General | Reaction | Long Rest | No | ||||||
| Additional Magical Secrets | You learn two spells of your choice from any spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as Aethyrflame spells for you but don’t count against the number of spells you know. | Bard College of Lore Feature | 30 | 6 | Magical Secrets | Knowledge | Spellcaster, Spellfighter | General | Varies | No | ||||||
| Peerless Skill | When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. | Bard College of Lore Feature | 45 | 14 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Guiding Whispers | College of Spirits feature You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. | Bard College of Spirits Feature | 30 | 3 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Spiritual Focus | College of Spirits feature You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your spells: a candle, crystal ball, skull, spirit board, or tarokka deck. Once your Aethyrflame Intensity reaches level 6, when you cast a spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled. | Bard College of Spirits Feature | 30 | 3 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Tales from Beyond | College of Spirits feature You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC. Spirit Tales Spirits Known | Bardic Insp. Die | Tale Told Through You | | --- | --- | | 1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die’s number to the check. The extra die is the same type as your Bardic Inspiration die. | | 2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Aethyrflame Ability modifier. | | 3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Aethyrflame Ability modifier. | | 4 | Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Aethyrflame Ability modifier (minimum of 0) to immediately use the same reaction. | | 5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. | | 6 | Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your Aethyrflame Intensity level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC. | | 7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. | | 8 | Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn. | | 9 | Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. | | 10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. | | 11 | Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Aethyrflame Ability modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. | | 12 | Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. | | Bard College of Spirits Feature | 30 | 3 | Knowledge | General | General | Bonus Action | No | |||||||
| Spirit Session | College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any spell list. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as an Aethyrflame spell for you but doesn’t count against the number of spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest. | Bard College of Spirits Feature | 60 | 6 | Knowledge | General | General | 1 Hour | No | |||||||
| Mystical Connection | College of Spirits feature You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. | Bard College of Spirits Feature | 90 | 14 | Knowledge | General | General | Free | Long Rest | No | ||||||
| Blade Flourish | You learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. | Bard College of Swords Feature | 30 | 3 | Knowledge | Spellfighter | General | Reaction | Long Rest | No | ||||||
| Master’s Flourish | Whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. | Bard College of Swords Feature | 40 | 14 | Knowledge | Spellfighter | General | Free | Long Rest | No | ||||||
| Combat Inspiration | You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. | Bard College of Valor Feature | 30 | 3 | Knowledge | Spellfighter | General | Free | Long Rest | No | ||||||
| Battle Magic | You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action. | Bard College of Valor Feature | 40 | 14 | Knowledge | Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Psychic Blades | You gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when your Aethyrflame Intensity reaches certain levels, increasing to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 15. | Bard College of Whispers Feature | 30 | 3 | Bardic Inspiration | Knowledge | General | General | Free | Long Rest | No | |||||
| Words of Terror | You learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest. | Bard College of Whispers Feature | 30 | 3 | Knowledge | General | General | 1 Minute | No | |||||||
| Mantle of Whispers | You gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. | Bard College of Whispers Feature | 30 | 6 | Knowledge | General | General | Action | Long Rest | No | ||||||
| Shadow Lore | You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. | Bard College of Whispers Feature | 85 | 14 | Knowledge | General | General | Action | Long Rest | No | ||||||
| Divine Sense | The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Aethyrflame Ability modifier. When you finish a long rest, you regain all expended uses. | Paladin Base Feature | 30 | 1 | Dedication | General | General | Action | Long Rest | No | ||||||
| Lay on Hands | Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Aethyrflame Intensity level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. | Paladin Base Feature | 30 | 1 | Dedication | General | General | Action | Long Rest | No | ||||||
| Divine Smite | When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. | Paladin Base Feature | 35 | 2 | Dedication | Spellfighter | General | Free | Long Rest | No | ||||||
| Divine Health | The divine magic flowing through you makes you immune to disease. | Paladin Base Feature | 30 | 3 | Dedication | General | General | None | No | |||||||
| Aura of Protection | Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Aethyrflame modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Base Feature | 30 | 3 | Aura | Dedication | Spellfighter | General | Free | Long Rest | No | |||||
| Aura of Courage | You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Base Feature | 35 | 10 | Aura | Dedication | Spellfighter | General | None | No | ||||||
| Improved Divine Smite | You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. | Paladin Base Feature | 40 | 11 | Dedication | Spellfighter | General | Free | Long Rest | No | ||||||
| Cleansing Touch | You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Aethyrflame Ability modifier (a minimum of once). You regain expended uses when you finish a long rest. | Paladin Base Feature | 40 | 14 | Dedication | General | General | Action | Long Rest | No | ||||||
| Aura Improvements | The range of your auras increase to 30 feet. | Paladin Base Feature | 50 | 18 | Aura | Dedication | Spellfighter | General | None | No | ||||||
| Harness Divine Power | You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Alternatively, you can use a bonus action to produce the same affect in the other direction, expending one spell slot of half your proficiency bonus (rounded up) or higher to regain an expended us of your Channel Divinity. The number of times you can use this feature is based on your Aethyrflame Intensity level: level 3, once; level 7, twice; and level 15, thrice. You regain all expended uses when you finish a long rest. | Paladin Oath of Conquest Feature | 30 | 3 | Dedication | Spellcaster, Spellfighter | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Conquering Presence | You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. | Paladin Oath of Conquest Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Guided Strike | You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | Paladin Oath of Conquest Feature | 30 | 3 | Dedication | Spellfighter | Divine | Free | Long Rest | No | ||||||
| Aura of Conquest | You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Aethyrflame Intensity level if it starts its turn there. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oath of Conquest Feature | 30 | 7 | Aura | Dedication | General | Divine | None | No | ||||||
| Scornful Rebuke | Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Aethyrflame Ability modifier (minimum of 1) if you’re not incapacitated. | Paladin Oath of Conquest Feature | 45 | 15 | Dedication | General | Divine | Free | Long Rest | No | ||||||
| Invincible Conqueror | You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: - You have resistance to all damage. - When you take the Attack action on your turn, you can make one additional attack as part of that action. - Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Conquest Feature | 145 | 20 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Sacred Weapon | As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Aethyrflame Ability modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. | Paladin Oath of Devotion Feature | 30 | 3 | Dedication | Spellfighter | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Turn the Unholy | As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. | Paladin Oath of Devotion Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Aura of Devotion | You and friendly creatures within 10 feet of you can’t be charmed while you are conscious. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oath of Devotion Feature | 35 | 7 | Aura | Dedication | Spellfighter | Divine | None | No | ||||||
| Purity of Spirit | You are always under the effects of a protection from evil and good spell. | Paladin Oath of Devotion Feature | 45 | 15 | Dedication | General | Divine | None | No | |||||||
| Holy Nimbus | As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Devotion Feature | 100 | 20 | Aura | Dedication | General | Divine | Action | Long Rest | No | |||||
| Channel Divinity - Peerless Athlete | As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). | Paladin Oath of Glory Feature | 30 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Inspiring Smite | Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your Aethyrflame Intensity level, divided among the chosen creatures however you like. | Paladin Oath of Glory Feature | 25 | 3 | Dedication | Spellfighter | Divine | Bonus Action | Long Rest | No | ||||||
| Aura of Alacrity | Oath of Glory feature You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. When your Aethyrflame Intensity reaches level 18, the range of the aura increases to 10 feet. | Paladin Oath of Glory Feature | 30 | 7 | Aura | Dedication | Spellfighter | Divine | Free | Long Rest | No | |||||
| Glorious Defense | Oath of Glory feature You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Aethyrflame Ability modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses when you finish a long rest. | Paladin Oath of Glory Feature | 80 | 15 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Living Legend | Oath of Glory feature You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: - You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. - Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. - If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Paladin Oath of Glory Feature | 125 | 20 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Emissary of Peace | You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. | Paladin Oath of Redemption Feature | 30 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Rebuke the Violent | You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. | Paladin Oath of Redemption Feature | 30 | 3 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Aura of the Guardian | You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oath of Redemption Feature | 30 | 7 | Aura | Dedication | Spellfighter | Divine | Reaction | Long Rest | No | |||||
| Protective Spirit | A holy presence mends your wounds in battle. You regain hit points equal to 1d6+ half your Aethyrflame Intensity level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. | Paladin Oath of Redemption Feature | 45 | 15 | Dedication | General | Divine | None | No | |||||||
| Emissary of Redemption | You become an avatar of peace, which gives you two benefits: - You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). - Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. | Paladin Oath of Redemption Feature | 55 | 20 | Dedication | General | Divine | Free | Long Rest | No | ||||||
| Channel Divinity - Nature’s Wrath | You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. | Paladin Oath of Ancients Feature | 30 | 3 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Channel Divinity - Turn the Faithless | You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. | Paladin Oath of Ancients Feature | 30 | 3 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Aura of Warding | Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oath of Ancients Feature | 30 | 7 | Aura | Dedication | Spellfighter | Natural | None | No | ||||||
| Undying Sentinel | When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. | Paladin Oath of Ancients Feature | 45 | 15 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Elder Champion | You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: - At the start of each of your turns, you regain 10 hit points. - Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead. - Enemy creatures within 10 feet of you have disadvantage on saving throws against your spells and Channel Divinity options. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Ancients Feature | 125 | 20 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Channel Divinity - Champion Challenge | As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. | Paladin Oath of Crown Feature | 30 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Turn the Tide | As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Aethyrflame Ability modifier (minimum of 1) if it has no more than half of its hit points. | Paladin Oath of Crown Feature | 15 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Divine Allegiance | When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. | Paladin Oath of Crown Feature | 30 | 7 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Unyielding Spirit | You have advantage on saving throws to avoid becoming paralyzed or stunned. | Paladin Oath of Crown Feature | 45 | 15 | Dedication | General | Divine | None | No | |||||||
| Exalted Champion | Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - Your allies have advantage on death saving throws while within 30 feet of you. - You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Crown Feature | 55 | 20 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Marine Layer | As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required). | Paladin Oath of Open Sea Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Fury of the Tides | As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Aethyrflame Ability modifier. | Paladin Oath of Open Sea Feature | 30 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Aura of Liberation | You fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints. When your Aethyrflame Intensity reaches level 18, the aura affects creatures within 30 feet of you. | Paladin Oath of Open Sea Feature | 30 | 7 | Aura | Dedication | Spellfighter | Divine | Free | Long Rest | No | |||||
| Stormy Waters | You can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone. | Paladin Oath of Open Sea Feature | 45 | 15 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Mythic Swashbuckler | You learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute: - You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled. - If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature. - You can take the Dash or Disengage action as a bonus action. - You have advantage on Dexterity checks and Dexterity saving throws against effects you can see. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Open Sea Feature | 55 | 20 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Watcher’s Will | You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Aethyrflame Ability modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. | Paladin Oath of Watchers Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Abjure the Extraplanar | You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action. | Paladin Oath of Watchers Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Aura of the Sentinel | Oath of the Watchers feature You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oath of Watchers Feature | 30 | 7 | Aura | Dedication | Spellfighter | Divine | Free | Long Rest | No | |||||
| Vigilant Rebuke | Oath of the Watchers feature You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Aethyrflame Ability modifier force damage to the creature that forced the saving throw. | Paladin Oath of Watchers Feature | 50 | 15 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Mortal Bulwark | Oath of the Watchers feature You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute: - You gain truesight with a range of 120 feet. - You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends. - When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Paladin Oath of Watchers Feature | 125 | 20 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Channel Divinity - Abjure Enemy | As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. | Paladin Oath of Vengeance Feature | 25 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Vow of Enmity | As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. | Paladin Oath of Vengeance Feature | 30 | 3 | Dedication | General | Divine | Bonus Action | Long Rest | No | ||||||
| Relentless Avenger | Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. | Paladin Oath of Vengeance Feature | 30 | 7 | Dedication | General | Divine | Free | Long Rest | No | ||||||
| Soul of Vengeance | The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. | Paladin Oath of Vengeance Feature | 45 | 15 | Dedication | General | Divine | Reaction | Long Rest | No | ||||||
| Avenging Angel | You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: - Wings sprout from your back and grant you a flying speed of 60 feet. - You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can’t use it again until you finish a long rest. | Paladin Oath of Vengeance Feature | 145 | 20 | Aura | Dedication | General | Divine | 1 Minute | No | ||||||
| Channel Divinity - Control Undead | As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect. | Paladin Oathbreaker Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Channel Divinity - Dreadful Aspect | As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. | Paladin Oathbreaker Feature | 30 | 3 | Dedication | General | Divine | Action | Long Rest | No | ||||||
| Aura of Hate | You, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Aethyrflame Ability modifier (minimum of +1). A creature can benefit from this feature from only one source at a time. When your Aethyrflame Intensity reaches level 18, the range of this aura increases to 30 feet. | Paladin Oathbreaker Feature | 30 | 7 | Aura | Dedication | Spellfighter | Divine | None | No | ||||||
| Supernatural Resistance | You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. | Paladin Oathbreaker Feature | 45 | 15 | Dedication | General | Divine | None | No | |||||||
| Dread Lord | You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Aethyrflame Ability modifier. After activating the aura, you can’t do so again until you finish a long rest. | Paladin Oathbreaker Feature | 105 | 20 | Aura | Dedication | General | Divine | Action | Long Rest | No | |||||
| Favored Enemy | You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, when your Aethyrflame Intensity reaches level 6, and again at level 14. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. | Ranger Base Feature | 5 | 1 | Dedication | General | General | Free | Long Rest | No | ||||||
| Natural Explorer | You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn’t slow your group’s travel. - Your group can’t become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. | Ranger Base Feature | 30 | 1 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Primeval Awareness | You can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. | Ranger Base Feature | 30 | 3 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Land’s Stride | Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. | Ranger Base Feature | 30 | 8 | Dedication | General | Natural | None | No | |||||||
| Hide in Plain Sight | You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. | Ranger Base Feature | 35 | 10 | Dedication | General | Natural | 1 Minute | No | |||||||
| Vanish | You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. | Ranger Base Feature | 50 | 14 | Dedication | General | Natural | Bonus Action | Long Rest | No | ||||||
| Feral Senses | You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. | Ranger Base Feature | 50 | 18 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Foe Slayer | You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Aethyrflame Ability modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. | Ranger Base Feature | 55 | 20 | Favored Enemy | Dedication | General | General | None | No | ||||||
| Deft Explorer | Replaces the Natural Explorer feature You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when your Aethyrflame Intensity reaches level 6 and level 10. Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Aethyrflame Ability modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. | Ranger Base Feature | 30 | 1 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Favored Foe | Replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when your Aethyrflame Intensity reaches certain levels: to 1d6 at level 6 and to 1d8 at level 14. | Ranger Base Feature | 30 | 1 | Dedication | General | General | Free | Long Rest | No | ||||||
| Primal Awareness | Replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when your Aethyrflame Intensity reaches certain levels if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of spells you know. | Ranger Base Feature | 30 | 3 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Nature’s Veil | Replaces the Hide in Plain Sight feature You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Ranger Base Feature | 40 | 10 | Dedication | General | Natural | Bonus Action | Long Rest | No | ||||||
| Ranger’s Companion | You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Aethyrflame Intensity level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. | Ranger Beast Master Feature | 25 | 3 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Exceptional Training | On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | Ranger Beast Master Feature | 25 | 7 | Ranger’s Companion | Dedication | General | Natural | Free | Long Rest | No | |||||
| Bestial Fury | When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. | Ranger Beast Master Feature | 25 | 11 | Ranger’s Companion | Dedication | General | Natural | Free | Long Rest | No | |||||
| Share Spells | When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. | Ranger Beast Master Feature | 25 | 15 | Ranger’s Companion | Dedication | General | Natural | Free | Long Rest | No | |||||
| Draconic Gift | Drakewarden Feature The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is an Aethyrflame spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. | Ranger Drakewarden Feature | 30 | 3 | Dedication | General | Arcane | None | No | |||||||
| Drake Companion | Drakewarden Feature As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. DRAKE COMPANION Small Dragon Armor Class 14 + PB (natural armor) Hit Points 5 + five times your Aethyrflame Intensity level (the drake has a number of Hit Dice [d10s] equal to your Aethyrflame Intensity level) Speed 40 ft. STR 16 (+3) DEX 12 (+1) CON 15 (+2) INT 8 (-1) WIS 14 (+2) CHA 8 (-1) Saving Throws Dex +1 plus PB, Wis +2 plus PB Damage Immunities determined by the drake’s Draconic Essence trait Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge — Proficiency Bonus (PB) equals your bonus Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. | Ranger Drakewarden Feature | 30 | 3 | Dedication | General | Arcane | Action | Long Rest | No | ||||||
| Bond of Fang and Scale | Drakewarden Feature The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature. Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence. Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence. | Ranger Drakewarden Feature | 30 | 7 | Dedication | General | Arcane | Free | Long Rest | No | ||||||
| Drake’s Breath | Drakewarden Feature As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. This damage increases to 10d6 when your Aethyrflame Intensity reaches level 15. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. | Ranger Drakewarden Feature | 35 | 11 | Dedication | General | Arcane | Action | Long Rest | No | ||||||
| Perfected Bond | Drakewarden Feature Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Ranger Drakewarden Feature | 95 | 15 | Dedication | General | Arcane | Reaction | Long Rest | No | ||||||
| Dreadful Strikes | Fey Wanderer feature You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when your Aethyrflame Intensity reaches level 11. | Ranger Fey Wanderer Feature | 30 | 3 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Otherworldly Glamour | Fey Wanderer feature Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Aethyrflame Ability modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. | Ranger Fey Wanderer Feature | 30 | 3 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Beguiling Twist | Fey Wanderer feature The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. | Ranger Fey Wanderer Feature | 30 | 7 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Fey Reinforcements | Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t count against the number of spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting. | Ranger Fey Wanderer Feature | 80 | 11 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Misty Wanderer | Fey Wanderer feature You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. | Ranger Fey Wanderer Feature | 45 | 15 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Dread Ambusher | You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. | Ranger Horizon Walker Feature | 35 | 3 | Dedication | General | Natural | None | No | |||||||
| Umbral Sight | You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. | Ranger Horizon Walker Feature | 30 | 3 | Dedication | General | Natural | None | No | |||||||
| Iron Mind | You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). | Ranger Horizon Walker Feature | 30 | 7 | Dedication | General | Natural | None | No | |||||||
| Stalker’s Flurry | You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. | Ranger Horizon Walker Feature | 35 | 11 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Shadowy Dodge | You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. | Ranger Horizon Walker Feature | 45 | 15 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Detect Portal | You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. | Ranger Horizon Walker Feature | 30 | 3 | Dedication | General | Natural | Action | Long Rest | No | ||||||
| Planar Warrior | You learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When your Aethyrflame Intensity reaches level 11, the extra damage increases to 2d8. | Ranger Horizon Walker Feature | 30 | 3 | Dedication | General | Natural | Bonus Action | Long Rest | No | ||||||
| Ethereal Step | You learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. | Ranger Horizon Walker Feature | 30 | 7 | Dedication | General | Natural | Bonus Action | Long Rest | No | ||||||
| Distant Strike | You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. | Ranger Horizon Walker Feature | 35 | 11 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Spectral Defense | Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. | Ranger Horizon Walker Feature | 45 | 15 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Hunter’s Prey | You gain one of the following features of your choice. Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. | Ranger Hunter Feature | 30 | 3 | Dedication | General | General | Reaction | Long Rest | No | ||||||
| Defensive Tactics | You gain one of the following features of your choice. Escape the Horde Opportunity attacks against you are made with disadvantage. Multiattack Defense When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will You have advantage on saving throws against being frightened. | Ranger Hunter Feature | 35 | 7 | Dedication | General | General | Free | Long Rest | No | ||||||
| Multiattack | You gain one of the following features of your choice. Volley You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. | Ranger Hunter Feature | 40 | 11 | Dedication | General | General | Action | Long Rest | No | ||||||
| Superior Hunter’s Defense | You gain one of the following features of your choice. Evasion When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. | Ranger Hunter Feature | 45 | 15 | Dedication | General | General | Reaction | Long Rest | No | ||||||
| Hunter’s Sense | You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once). You regain all expended uses of it when you finish a long rest. | Ranger Monster Slayer Feature | 30 | 3 | Dedication | General | General | Action | Long Rest | No | ||||||
| Slayer’s Prey | You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. | Ranger Monster Slayer Feature | 30 | 3 | Dedication | General | General | Bonus Action | Long Rest | No | ||||||
| Supernatural Defense | You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. | Ranger Monster Slayer Feature | 35 | 7 | Dedication | General | General | Free | Long Rest | No | ||||||
| Magic-User’s Nemesis | You gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest. | Ranger Monster Slayer Feature | 35 | 11 | Dedication | General | General | Reaction | Long Rest | No | ||||||
| Slayer’s Counter | You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. | Ranger Monster Slayer Feature | 45 | 15 | Dedication | General | General | Reaction | Long Rest | No | ||||||
| Gathered Swarm | Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Swarm Appearance | d4 | Appearance | | --- | --- | | 1 | Swarming insects | | 2 | Miniature twig blights | | 3 | Fluttering birds | | 4 | Playful pixies | Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - The attack’s target takes 1d6 piercing damage from the swarm. - The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - You are moved by the swarm 5 feet horizontally in a direction of your choice. | Ranger Swarmkeeper Feature | 30 | 3 | Dedication | General | Natural | None | No | |||||||
| Writhing Tide | Swarmkeeper feature You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Ranger Swarmkeeper Feature | 35 | 7 | Dedication | General | Natural | Bonus Action | Long Rest | No | ||||||
| Mighty Swarm | Swarmkeeper feature Your Gathered Swarm grows mightier in the following ways: - The damage of Gathered Swarm increases to 1d8. - If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. | Ranger Swarmkeeper Feature | 35 | 11 | Dedication | General | Natural | Free | Long Rest | No | ||||||
| Swarming Dispersal | Swarmkeeper feature You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Ranger Swarmkeeper Feature | 45 | 15 | Dedication | General | Natural | Reaction | Long Rest | No | ||||||
| Pact Magic | Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list. Notes: If you possess other unspent spell slots from another source, you must use those other spell slots to cast spells before you can make use of the spell slots provided by your Pact Magic feature. If you already possess the Order of the Profane Soul feature, you may regain the Aethyrpoints you spent on obtaining that feature and replace the spells and spell slots gained from that feature with those described below. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pact Magic Spellcasting table. Spell Slots The Pact Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when your Aethyrflame Intensity is level 5, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Pact Magic Spellcasting | Aethyrflame Intensity Level | Cantrips Known | Spells Known | Spell Slots | Slot Order Level | | --- | --- | --- | --- | --- | | 1 | 2 | 2 | 1 | 1 | | 2 | 2 | 3 | 2 | 1 | | 3 | 2 | 4 | 2 | 2 | | 4 | 3 | 5 | 2 | 2 | | 5 | 3 | 6 | 2 | 3 | | 6 | 3 | 7 | 2 | 3 | | 7 | 3 | 8 | 2 | 4 | | 8 | 3 | 9 | 2 | 4 | | 9 | 3 | 10 | 2 | 5 | | 10 | 4 | 10 | 2 | 5 | | 11 | 4 | 11 | 3 | 5 | | 12 | 4 | 11 | 3 | 5 | | 13 | 4 | 12 | 3 | 5 | | 14 | 4 | 12 | 3 | 5 | | 15 | 4 | 13 | 3 | 5 | | 16 | 4 | 13 | 3 | 5 | | 17 | 4 | 14 | 4 | 5 | | 18 | 4 | 14 | 4 | 5 | | 19 | 4 | 15 | 4 | 5 | | 20 | 4 | 15 | 4 | 5 | | Warlock Base Feature | 50 | 1 | Possession | General | Arcane | None | Long Rest | No | ||||||
| Eldritch Invocations | Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Aethyrflame Ability modifier to the damage it deals on a hit. | Warlock Base Feature | 30 | 1 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Invocation - Agonizing Blast | When you cast eldritch blast, add your Aethryflame ability modifier to the damage it deals on a hit. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Armor of Shadows | You can cast mage armor on yourself at will, without expending a spell slot or material components. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Ascendant Step | You can cast levitate on yourself at will, without expending a spell slot or material components. | Warlock Eldritch Invocation | 25 | 9 | Invocation | Pact Magic | Possession | General | Arcane | Free | No | |||||
| Invocation - Aspect of the Moon | Prerequisite: Pact of the Tome feature You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. | Warlock Eldritch Invocation | 5 | 1 | Invocation | Pact of the Tome | Possession | General | Arcane, Natural | Action | No | |||||
| Invocation - Beast Speech | You can cast speak with animals at will, without expending a spell slot. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | None | No | |||||
| Invocation - Beguiling Influence | You gain proficiency in the Deception and Persuasion skills. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Bewitching Whispers | You can cast compulsion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Bond of the Talisman | Prerequisite: Pact of the Talisman feature While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. | Warlock Eldritch Invocation | 20 | 12 | Invocation | Pact of the Talisman | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Book of Ancient Secrets | Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your Aethyrflame Intensity level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact of the Tome | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Chains of Carceri | Prerequisite: Pact of the Chain feature You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. | Warlock Eldritch Invocation | 10 | 15 | Invocation | Pact of the Chain | Possession | General | Arcane | Action | No | |||||
| Invocation - Cloak of Flies | As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Aethyrflame Ability modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest. | Warlock Eldritch Invocation | 10 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||
| Invocation - Devil’s Sight | You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | None | No | |||||
| Invocation - Dreadful Word | You can cast confusion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Eldritch Mind | You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | None | No | |||||
| Invocation - Eldritch Sight | You can cast detect magic at will, without expending a spell slot. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Eldritch Smite | Prerequisite: Pact of the Blade feature Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact of the Blade | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Eldritch Spear | Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Eyes of the Rune Keeper | You can read all writing. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | None | No | |||||
| Invocation - Far Scribe | Prerequisite: Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact of the Tome | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Fiendish Vigor | You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Gaze of Two Minds | You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Ghostly Gaze | As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest. | Warlock Eldritch Invocation | 20 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Gift of the Depths | You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. | Warlock Eldritch Invocation | 10 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Gift of the Ever-Living Ones | Prerequisite: Pact of the Chain feature Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact of the Chain | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Gift of the Protectors | Prerequisite: Pact of the Tome feature A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it. | Warlock Eldritch Invocation | 20 | 9 | Invocation | Pact of the Tome | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Grasp of Hadar | Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Improved Pact Weapon | Prerequisite: Pact of the Blade feature You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact of the Blade | Possession | General | Arcane | None | No | |||||
| Invocation - Investment of the Chain Master | Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: - The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. - As a bonus action, you can command the familiar to take the Attack action. - The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. - If the familiar forces a creature to make a saving throw, it uses your spell save DC. - When the familiar takes damage, you can use your reaction to grant it resistance against that damage. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact of the Chain | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||
| Invocation - Lance of Lethargy | Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Lifedrinker | Prerequisite: Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Aethyrflame Ability modifier (minimum 1). | Warlock Eldritch Invocation | 25 | 12 | Invocation | Pact of the Blade | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Maddening Hex | Prerequisite: hex spell or a feature that curses As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Aethyrflame Ability modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||
| Invocation - Mask of Many Faces | You can cast disguise self at will, without expending a spell slot. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Master of Myriad Forms | You can cast alter self at will, without expending a spell slot. | Warlock Eldritch Invocation | 25 | 15 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Minions of Chaos | You can cast conjure elemental once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 9 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Mire the Mind | You can cast slow once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Misty Visions | You can cast silent image at will, without expending a spell slot or material components. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - One with Shadows | When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Action | Long Rest | No | ||||
| Invocation - Otherworldly Leap | You can cast jump on yourself at will, without expending a spell slot or material components. | Warlock Eldritch Invocation | 10 | 9 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Protection of the Talisman | Prerequisite: Pact of the Talisman feature When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. | Warlock Eldritch Invocation | 10 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Rebuke of the Talisman | Prerequisite: Pact of the Talisman feature When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer. | Warlock Eldritch Invocation | 10 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Reaction | Long Rest | No | ||||
| Invocation - Relentless Hex | Prerequisite: hex spell or a feature that curses Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. | Warlock Eldritch Invocation | 20 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||
| Invocation - Repelling Blast | Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Sculptor of Flesh | You can cast polymorph once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Shroud of Shadow | You can cast invisibility at will, without expending a spell slot. | Warlock Eldritch Invocation | 25 | 15 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Sign of Ill Omen | You can cast bestow curse once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Thief of Five Fates | You can cast bane once using a Pact Magic spell slot. You can’t do so again until you finish a long rest. | Warlock Eldritch Invocation | 5 | 1 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Thirsting Blade | Prerequisite: Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact of the Blade | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Tomb of Levistus | As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per Aethyrflame Intensity level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. | Warlock Eldritch Invocation | 20 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Reaction | Long Rest | No | ||||
| Invocation - Trickster's Escape | You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. | Warlock Eldritch Invocation | 10 | 7 | Invocation | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | ||||
| Invocation - Undying Servitude | You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest. | Warlock Eldritch Invocation | 10 | 5 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Visions of Distant Realms | You can cast arcane eye at will, without expending a spell slot. | Warlock Eldritch Invocation | 25 | 15 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Voice of the Chain Master | Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. | Warlock Eldritch Invocation | 20 | 1 | Invocation | Pact of the Chain | Possession | General | Arcane | None | No | |||||
| Invocation - Whispers of the Grave | You can cast speak with dead at will, without expending a spell slot. | Warlock Eldritch Invocation | 20 | 9 | Invocation | Pact Magic | Possession | General | Arcane | Action | No | |||||
| Invocation - Witch Sight | You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. | Warlock Eldritch Invocation | 25 | 15 | Invocation | Pact Magic | Possession | General | Arcane | None | No | |||||
| Pact of the Blade | You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. | Warlock Base Feature | 30 | 1 | Pact Magic | Possession | General | Arcane | Action | Long Rest | No | |||||
| Pact of the Chain | You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. | Warlock Base Feature | 30 | 1 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Pact of the Tome | Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear in your Spell Domain, they are nonetheless Aethyrflame spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. | Warlock Base Feature | 30 | 1 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Pact of the Talisman | Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. | Warlock Base Feature | 30 | 1 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Mystic Arcanum (6th level) | Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from your Spell Domain as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher Aethyrflame Intensity levels, you gain more spells of your choice that can be cast in this way: one 7th-level spell at level 13, one 8th-level spell at level 15, and one 9th-level spell at level 17. You regain all uses of your Mystic Arcanum when you finish a long rest. | Warlock Base Feature | 35 | 11 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Mystic Arcanum (7th level) | Your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from your Spell Domain as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher Aethyrflame Intensity levels, you gain more spells of your choice that can be cast in this way: one 8th-level spell at level 15, and one 9th-level spell at level 17. You regain all uses of your Mystic Arcanum when you finish a long rest. | Warlock Base Feature | 45 | 13 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Mystic Arcanum (8th level) | Your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from your Spell Domain as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At Aethyrflame Intensity level 17, you gain a 9th-level spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest. | Warlock Base Feature | 45 | 15 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Mystic Arcanum (9th level) | Your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from your Spell Domain as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You regain all uses of your Mystic Arcanum when you finish a long rest. | Warlock Base Feature | 50 | 17 | Pact Magic | Possession | General | Arcane | Free | Long Rest | No | |||||
| Eldritch Master | You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. | Warlock Base Feature | 55 | 20 | Pact Magic | Possession | General | Arcane | 1 Minute | No | ||||||
| Fey Presence | Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Aethyrflame spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Archfey Feature | 30 | 1 | Possession | General | Natural | Action | Long Rest | No | ||||||
| Misty Escape | You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Archfey Feature | 30 | 6 | Possession | General | Natural | Reaction | Long Rest | No | ||||||
| Beguiling Defenses | Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your Aethyrflame spell save DC or be charmed by you for 1 minute or until the creature takes any damage. | Warlock Archfey Feature | 35 | 10 | Possession | General | Natural | Reaction | Long Rest | No | ||||||
| Dark Delirium | You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your Aethyrflame spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again. | Warlock Archfey Feature | 40 | 14 | Possession | General | Natural | Action | Long Rest | No | ||||||
| Healing Light | You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your intensity level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Aethyrflame ability modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. Additionally, when you restore hit points to a creature suffering from a Condition other than: Exhaustion, Petrified, Encumbered, Concentrating, Grappled, Restrained, Prone, Crouched, Invisible, Suffocating, you can use your reaction to end one condition affecting the creature. | Warlock Celestial Feature | 30 | 1 | Possession | General | Divine | Bonus Action | Long Rest | No | ||||||
| Radiant Soul | Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Aethyrflame Ability modifier to one radiant or fire damage roll of that spell against one of its targets. | Warlock Celestial Feature | 35 | 6 | Possession | General | Divine | Free | Long Rest | No | ||||||
| Celestial Resilience | You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Aethyrflame Intensity level + your Aethyrflame Ability modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Aethyrflame Intensity level + your Aethyrflame Ability modifier. | Warlock Celestial Feature | 35 | 10 | Possession | General | Divine | Free | Long Rest | No | ||||||
| Searing Vengeance | The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Aethyrflame Ability modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest. | Warlock Celestial Feature | 30 | 14 | Possession | General | Divine | Free | Long Rest | No | ||||||
| Tentacle of the Deeps | Fathomless feature You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When your Aethyrflame Intensity reaches level 10, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Warlock Fathomless Feature | 30 | 1 | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Gift of the Sea | Fathomless feature You gain a swimming speed of 40 feet, and you can breathe underwater. | Warlock Fathomless Feature | 30 | 1 | Possession | General | Arcane | None | No | |||||||
| Oceanic Soul | Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. | Warlock Fathomless Feature | 30 | 6 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Guardian Coil | Fathomless feature Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When your Aethyrflame Intensity reaches level 10, the damage reduced by the tentacle increases to 2d8. | Warlock Fathomless Feature | 30 | 6 | Possession | General | Arcane | Reaction | Long Rest | No | ||||||
| Grasping Tentacles | Fathomless feature You learn the spell Evard’s black tentacles. It counts as an Aethyrflame spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your Aethyrflame Intensity level. Moreover, damage can’t break your concentration on this spell. | Warlock Fathomless Feature | 60 | 10 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Fathomless Plunge | Fathomless feature You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Fathomless Feature | 105 | 14 | Possession | General | Arcane | Action | Long Rest | No | ||||||
| Dark One’s Blessing | When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Aethyrflame Ability modifier + your Aethyrflame Intensity level (minimum of 1). | Warlock Fiend Feature | 6 | 1 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Dark One’s Own Luck | You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Fiend Feature | 30 | 6 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Fiendish Resilience | You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. | Warlock Fiend Feature | 35 | 10 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Hurl Through Hell | When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest. | Warlock Fiend Feature | 70 | 14 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Genie’s Vessel | Genie feature Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table. Genie's Vessel | d6 | Vessel | | --- | --- | | 1 | Oil Lamp | | 2 | Urn | | 3 | Ring with a compartment | | 4 | Stoppered bottle | | 5 | Hollow statuette | | 6 | Ornate lantern | While you are touching the vessel, you can use it in the following ways: Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest. Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your Aethyrflame Intensity level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die. | Warlock Genie Feature | 30 | 1 | Possession | General | Arcane | Action | Long Rest | No | ||||||
| Elemental Gift | Genie feature You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Warlock Genie Feature | 35 | 6 | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Sanctuary Vessel | Genie feature When you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. | Warlock Genie Feature | 65 | 10 | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Limited Wish | Genie feature You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. Once you use this feature, you can’t use it again until you finish 1d4 long rests. | Warlock Genie Feature | 40 | 14 | Possession | General | Arcane | Action | Long Rest | No | ||||||
| Awakened Mind | Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. | Warlock Great Old One Feature | 30 | 1 | Possession | General | Arcane | None | No | |||||||
| Entropic Ward | You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Great Old One Feature | 30 | 6 | Possession | General | Arcane | Reaction | Long Rest | No | ||||||
| Thought Shield | Your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. | Warlock Great Old One Feature | 35 | 10 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Create Thrall | You gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. | Warlock Great Old One Feature | 40 | 14 | Possession | General | Arcane | Action | Long Rest | No | ||||||
| Hexblade’s Curse | You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: - You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. - Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. - If the cursed target dies, you regain hit points equal to your Aethyrflame Intensity level + your Aethyrflame Ability modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. | Warlock Hexblade Feature | 30 | 1 | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Hex Warrior | You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Aethyrflame Ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. | Warlock Hexblade Feature | 30 | 1 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Accursed Specter | You can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your Aethyrflame Intensity level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Aethyrflame Ability modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest. | Warlock Hexblade Feature | 30 | 6 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Armor of Hexes | Your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. | Warlock Hexblade Feature | 40 | 10 | Possession | General | Arcane | Reaction | Long Rest | No | ||||||
| Master of Hexes | You can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. | Warlock Hexblade Feature | 45 | 14 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Form of Dread | Undead feature You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: - You gain temporary hit points equal to 1d10 + your Aethyrflame Intensity level. - Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. - You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron. | Warlock Undead Feature | 30 | 1 | Possession | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Grave Touched | Undead feature Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. | Warlock Undead Feature | 30 | 6 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Necrotic Husk | Undead feature Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your Aethyrflame Intensity level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. | Warlock Undead Feature | 35 | 10 | Possession | General | Arcane | Reaction | Long Rest | No | ||||||
| Spirit Projection | Undead feature Your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). While projecting your spirit, you gain the following benefits: - Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. - When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost. - You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. - While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. Once you use this feature, you can’t do so again until you finish a long rest. | Warlock Undead Feature | 85 | 14 | Possession | General | Arcane | Action | Long Rest | No | ||||||
| Among the Dead | You learn the spare the dying cantrip, which counts as an Aethyrflame cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. | Warlock Undying Feature | 25 | 1 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Defy Death | You can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can’t use it again until you finish a long rest. | Warlock Undying Feature | 25 | 6 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Undying Nature | You can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. | Warlock Undying Feature | 25 | 10 | Possession | General | Arcane | Free | No | |||||||
| Indestructible Life | You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your Aethyrflame Intensity level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can’t use it again until you finish a short or long rest. | Warlock Undying Feature | 30 | 14 | Possession | General | Arcane | Free | Long Rest | No | ||||||
| Hunter’s Bane | You have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures. The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence or Wisdom) | Blood Hunter Base Feature | 30 | 1 | Suffusion | Martial, Spellfighter | General | None | No | |||||||
| Blood Maledict | You gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section. You learn one additional blood curse of your choice at Aethyrflame Intensity levels 6, 10, 14, and 18. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at Aethyrflame Intensity level 6, three times starting at level 13, and four times starting at level 17. Hemocraft | Aethyrflame Intensity Level | HemocraftDie | Blood Curses | | --- | --- | --- | | 1 | 1d4 | 1 | | 2 | 1d4 | 1 | | 3 | 1d4 | 1 | | 4 | 1d4 | 1 | | 5 | 1d6 | 1 | | 6 | 1d6 | 2 | | 7 | 1d6 | 2 | | 8 | 1d6 | 2 | | 9 | 1d6 | 2 | | 10 | 1d6 | 3 | | 11 | 1d8 | 3 | | 12 | 1d8 | 3 | | 13 | 1d8 | 3 | | 14 | 1d8 | 4 | | 15 | 1d8 | 4 | | 16 | 1d8 | 4 | | 17 | 1d10 | 4 | | 18 | 1d10 | 5 | | 19 | 1d10 | 5 | | 20 | 1d10 | 5 | | Blood Hunter Base Feature | 30 | 1 | Suffusion | Martial, Spellfighter | General | Short Rest | No | |||||||
| Crimson Rite | You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite. You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite when your Aethyrflame Intensity reaches level 7, and again at level 14. Rite of the Flame. The extra damage dealt by your rite is fire damage. Rite of the Frozen. The extra damage dealt by your rite is cold damage. Rite of the Storm. The extra damage dealt by your rite is lightning damage. Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: Aethyrflame Intensity level 14) Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: Aethyrflame Intensity level 14) Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: Aethyrflame Intensity level 14) | Blood Hunter Base Feature | 30 | 2 | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Order of the Ghostslayer | The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them. | Blood Hunter Order | 5 | 3 | Blood Maledict | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Order of the Lycan | The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger. | Blood Hunter Order | 5 | 3 | Blood Maledict | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Order of the Mutant | The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict. | Blood Hunter Order | 5 | 3 | Blood Maledict | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Order of the Profane Soul | Hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price. ### Otherworldly Patron You strike a bargain with an otherworldly being of your choice: - The Archfey, the Fiend, or the Great Old One, detailed in the Player’s Handbook - The Undying, from Sword Coast Adventurer’s Guide - The Celestial or the Hexblade, from Xanathar’s Guide to Everything - The Fathomless or the Genie, from Tasha’s Cauldron of Everything - The Undead, from Van Richten’s Guide to Ravenloft The choice you make augments some of your features, as noted below. ### Pact Magic You augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list. Notes: If you possess other unspent spell slots from another source, you must use those other spell slots to cast spells before you can make use of the spell slots provided by your Pact Magic feature. If you already possess the Pact Magic feature, you may only obtain the Order of the Profane Soul feature without expending any Aethyrpoints and you receive none of the spells and spell slots described below. Cantrips. You learn two cantrips of your choice from your Spell Domain. You learn an additional cantrip of your choice at Aethyrflame Intensity level 10. Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, at Aethyrflame Intensity level 8, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from your Spell Domain. The Spells Known column of the Profane Soul Spellcasting table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your Aethyrflame Intensity level. When your Aethyrflame Intensity reaches level 13, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain an Aethyrflame Intensity level, you can choose one of the spells you know from this feature and replace it with another spell from your Spell Domain, which also must be of a level for which you have spell slots. Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for these spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for one of these spells you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier Spell attack modifier = your proficiency bonus + your Hemocraft modifier Profane Soul Spellcasting | AETHYRFLAME INTENSITY LEVEL | CANTRIPSKNOWN | SPELLSKNOWN | SPELLSLOTS | SLOTLEVEL | | --- | --- | --- | --- | --- | | 3rd | 2 | 2 | 1 | 1st | | 4th | 2 | 2 | 1 | 1st | | 5th | 2 | 3 | 1 | 1st | | 6th | 2 | 3 | 2 | 1st | | 7th | 2 | 4 | 2 | 2nd | | 8th | 2 | 4 | 2 | 2nd | | 9th | 2 | 5 | 2 | 2nd | | 10th | 3 | 5 | 2 | 2nd | | 11th | 3 | 6 | 2 | 2nd | | 12th | 3 | 6 | 2 | 2nd | | 13th | 3 | 7 | 2 | 3rd | | 14th | 3 | 7 | 2 | 3rd | | 15th | 3 | 8 | 2 | 3rd | | 16th | 3 | 8 | 2 | 3rd | | 17th | 3 | 9 | 2 | 3rd | | 18th | 3 | 9 | 2 | 3rd | | 19th | 3 | 10 | 2 | 4th | | 20th | 3 | 11 | 2 | 4th | | Blood Hunter Order | 30 | 3 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Brand of Castigation | When you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your Aethyrflame Intensity level (maximum 9th level). Once you use this feature, you can’t use it again until you finish a short or long rest. | Blood Hunter Base Feature | 30 | 6 | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Grim Psychometry | You gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location. | Blood Hunter Base Feature | 35 | 9 | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Dark Augmentation | The magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1). | Blood Hunter Base Feature | 35 | 10 | Suffusion | Martial, Spellfighter | General | None | No | |||||||
| Brand of Tethering | The psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails. | Blood Hunter Base Feature | 40 | 13 | Suffusion | Martial, Spellfighter | General | None | No | |||||||
| Hardened Soul | You have advantage on saving throws against being charmed and frightened. | Blood Hunter Base Feature | 40 | 14 | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Sanguine Mastery | Your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a feature requires you to roll a hemocraft die, you can reroll the die and use either roll. Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature. | Blood Hunter Base Feature | 55 | 20 | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Blood Curse of the Anxious | As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage. Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of Binding | As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of Bloated Agony | As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn. Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of Corrosion | Prerequisite: Order of the Mutant As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse. | Blood Hunter Base Feature | 45 | 15 | Blood Maledict, Order of the Mutant | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of the Exorcist | Prerequisite: Order of the Ghostslayer As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed. Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn. | Blood Hunter Base Feature | 45 | 15 | Blood Maledict, Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of Exposure | When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Blood Curse of the Eyeless | When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Blood Curse of the Fallen Puppet | When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range. Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1). | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Blood Curse of the Howl | Prerequisite: Order of the Lycan As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by the howl. Amplify. The range of this curse increases to 60 feet. | Blood Hunter Base Feature | 50 | 18 | Blood Maledict, Order of the Lycan | Suffusion | Martial, Spellfighter | General | Action | Long Rest | No | |||||
| Blood Curse of the Marked | As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Amplify. The next attack roll you make against the target before the end of your turn has advantage. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of the Muddled Mind | As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn. Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn. | Blood Hunter Base Feature | 30 | 1 | Blood Maledict | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Blood Curse of the Soul Eater | Prerequisite: Order of the Profane Soul When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage. Amplify. Additionally, you regain an expended Pact Magic spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again. | Blood Hunter Base Feature | 50 | 18 | Blood Maledict, Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | Reaction | Long Rest | No | |||||
| Rite of the Dawn | When you join this order, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits: - Your weapon sheds bright light out to a range of 20 feet. - You have resistance to necrotic damage. - When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite. | Blood Hunter Ghostslayer Feature | 30 | 3 | Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Curse Specialist | You learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not. | Blood Hunter Ghostslayer Feature | 30 | 3 | Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Aether Walk | At the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at Aethyrflame Intensity level 15. | Blood Hunter Ghostslayer Feature | 30 | 7 | Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Brand of Sundering | Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded. | Blood Hunter Ghostslayer Feature | 35 | 11 | Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Rite Revival | You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead. | Blood Hunter Ghostslayer Feature | 50 | 18 | Order of the Ghostslayer | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Heightened Senses | You gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. | Blood Hunter Lycan Feature | 30 | 3 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Hybrid Transformation | You learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again. > In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet. ### Hybrid Transformation Features While you are transformed, you gain the following benefits and drawbacks: Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at Aethyrflame Intensity level 11 and to +3 at level 18. Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at Aethyrflame Intensity level 11. Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself | Blood Hunter Lycan Feature | 30 | 3 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Stalker's Prowess | Your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit. Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at Aethyrflame Intensity level 11 and to +3 at level 18. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | Blood Hunter Lycan Feature | 30 | 7 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Advanced Transformation | You learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit. Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust. | Blood Hunter Lycan Feature | 35 | 11 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Brand of the Voracious | You have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you. | Blood Hunter Lycan Feature | 45 | 15 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Hybrid Transformation Mastery | You have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die. You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known. | Blood Hunter Lycan Feature | 50 | 18 | Order of the Lycan | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Mutagencraft | You learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities. As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest. Mutagencraft | Aethyrflame Intensity Level | MutagensCreated | FormulasKnown | | --- | --- | --- | | 3rd | 1 | 4 | | 7th | 2 | 5 | | 11th | 2 | 6 | | 15th | 3 | 7 | | 18th | 3 | 8 | ### Formulas The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as your Aethyrflame Intensity level increases, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the mutagen formula options, and you can concoct one mutagen when you finish a short or long rest. | Blood Hunter Mutant Feature | 30 | 3 | Order of the Mutant | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Strange Metabolism | Your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest. | Blood Hunter Mutant Feature | 30 | 7 | Order of the Mutant | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Brand of Axiom | Your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn. | Blood Hunter Mutant Feature | 35 | 11 | Order of the Mutant | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Exalted Mutation | Your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place. You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest. | Blood Hunter Mutant Feature | 50 | 18 | Order of the Mutant | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Aether Mutagen | You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time. | Blood Hunter Mutant Feature | 35 | 11 | Order of the Mutant | Suffusion | Martial, Spellfighter | General | Free | No | ||||||
| Alluring Mutagen | Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Celerity Mutagen | Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at Aethyrflame Intensity level 11, and by 5 at Aethyrflame Intensity level 18. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Conversant Mutagen | You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Cruelty Mutagen | When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws. | Blood Hunter Mutant Feature | 35 | 11 | Mutagencraft | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Deftness Mutagen | You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks. | Blood Hunter Mutant Feature | 25 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Embers Mutagen | You have resistance to fire damage and vulnerability to cold damage. | Blood Hunter Mutant Feature | 25 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Gelid Mutagen | You have resistance to cold damage and vulnerability to fire damage. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Impermeable Mutagen | You have resistance to piercing damage and vulnerability to slashing damage. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Mobility Mutagen | You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At Aethyrflame Intensity level 11, you are also immune to the paralyzed condition. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Nighteye Mutagen | You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Percipient Mutagen | You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Potency Mutagen | Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at Aethyrflame Intensity level 11, and by 5 at Aethyrflame Intensity level 18. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Precision Mutagen | Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws. | Blood Hunter Mutant Feature | 35 | 11 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Rapidity Mutagen | Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At Aethyrflame Intensity level 15, your speed increases by an additional 5 feet. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Reconstruction Mutagen | For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time. | Blood Hunter Mutant Feature | 30 | 7 | Mutagencraft | Suffusion | Martial, Spellfighter | General | Free | Long Rest | No | |||||
| Sagacity Mutagen | Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at Aethyrflame Intensity level 11, and by 5 at Aethyrflame Intensity level 18. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Shielded Mutagen | You have resistance to slashing damage, and you have vulnerability to bludgeoning damage. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Unbreakable Mutagen | You have resistance to bludgeoning damage, and you have vulnerability to piercing damage. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Vermillion Mutagen | You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws. | Blood Hunter Mutant Feature | 30 | 1 | Mutagencraft | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Rite Focus | Your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your Pact Magic spells, and you gain a specific benefit based on your chosen pact. The Archfey. When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible. The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1). The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature’s speed by 10 feet until the start of your next turn. The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use. The Genie. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). The Great Old One. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn. The Hexblade. When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier. The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active. The Undying. When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die. | Blood Hunter Profane Soul Feature | 30 | 3 | Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Mystic Frenzy | When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action. | Blood Hunter Profane Soul Feature | 35 | 7 | Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | Bonus Action | Long Rest | No | |||||
| Revealed Arcana | Your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest. The Archfey. You can cast blur. The Celestial. You can cast lesser restoration. The Fathomless. You can cast gust of wind. The Fiend. You can cast scorching ray. The Genie. You can cast phantasmal force. The Great Old One. You can cast detect thoughts. The Hexblade. You can cast branding smite. The Undead. You can cast blindness/deafness. The Undying. You can cast silence. | Blood Hunter Profane Soul Feature | 30 | 7 | Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | Varies | No | ||||||
| Brand of the Sapping Scar | Your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your Pact Magic spells. | Blood Hunter Profane Soul Feature | 35 | 11 | Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | None | No | ||||||
| Unsealed Arcana | Your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest. The Archfey. You can cast slow. The Celestial. You can cast revivify. The Fathomless. You can cast lightning bolt. The Fiend. You can cast fireball. The Genie. You can cast protection from energy. The Great Old One. You can cast haste. The Hexblade. You can cast blink. The Undead. You can cast speak with dead. The Undying. You can cast bestow curse. | Blood Hunter Profane Soul Feature | 45 | 15 | Order of the Profane Soul | Suffusion | Martial, Spellfighter | General | Varies | No | ||||||
| Magical Tinkering | You learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. - A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Aethyrflame Ability modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. | Artificer Base Feature | 5 | 1 | Possession, Knowledge | General | General | Action | Long Rest | No | ||||||
| Infuse Item | You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. ### Infusions Known When you gain this feature, pick four infusions to learn, choosing from the “Artificer Infusions” section at the end of this feature’s description. You learn additional infusions of your choice as your Aethyrflame Intensity level increases, as shown in the Infusions Known column of the Artificer table. Whenever you gain an Aethyrflame Intensity level, you can replace one of the infusions you learned with a new one. ![]() Dwarf Alchemist with Homunculus Servant ### Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Aethyrflame Ability modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. ## Artificer Infusions Infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum Aethyrflame Intensity level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn an infusion more than once. ### Arcane Propulsion Armor Prerequisite: Aethyrflame Intensity level 14 Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: - The wearer’s walking speed increases by 5 feet. - The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches. - The armor can’t be removed against the wearer’s will. - If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace. ### Armor of Magical Strength Item: A suit of armor (requires attunement) This armor has 6 charges. The wearer can expend the armor’s charges in the following ways: - When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier. - If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn. ### Boots of the Winding Path Prerequisite: Aethyrflame Intensity level 6 Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. ### Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. ### Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. ### Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. ### Helm of Awareness Prerequisite: Aethyrflame Intensity level 10 Item: A helmet (requires attunement) While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. ### Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some creators prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space. Homunculus Servant Tiny construct Armor Class 13 (natural armor) Hit Points 1 + your Aethyrflame Ability modifier + your Aethyrflame Intensity level (the homunculus has a number of Hit Dice [d4s] equal to your Aethyrflame Intensity level) Speed 20 ft., fly 30 ft. STR 4 (-3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (-2) Saving Throws Dex +2 plus PB Skills Perception +0 plus PB × 2, Stealth +2 plus PB Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 + (PB × 2) Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated. Actions Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage. Reactions Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. ![]() Homunculus Servants ### Mind Sharpener Item: A suit of armor or robes The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn. ### Radiant Weapon Prerequisite: Aethyrflame Intensity level 6 Item: A simple or martial weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. ### Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. ### Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the Aethyrflame Intensity level you must have to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. Replicable Items (Aethyrflame Intensity Level 2) 2 | Magic Item | Attunement | | --- | --- | | Alchemy jug | No | | Bag of holding | No | | Cap of water breathing | No | | Goggles of night | No | | Rope of climbing | No | | Sending stones | No | | Wand of magic detection | No | | Wand of secrets | No | Replicable Items (Aethyrflame Intensity Level 6) 2 | Boots of elvenkind | No | | --- | --- | | Cloak of elvenkind | Yes | | Cloak of the manta ray | No | | Eyes of charming | Yes | | Gloves of thievery | No | | Lantern of revealing | No | | Pipes of haunting | No | | Ring of water walking | No | Replicable Items (Aethyrflame Intensity Level 10) 2 | Boots of striding and springing | Yes | | --- | --- | | Boots of the winterlands | Yes | | Bracers of archery | Yes | | Brooch of shielding | Yes | | Cloak of protection | Yes | | Eyes of the eagle | Yes | | Gauntlets of ogre power | Yes | | Gloves of missile snaring | Yes | | Gloves of swimming and climbing | Yes | | Hat of disguise | Yes | | Headband of intellect | Yes | | Helm of telepathy | Yes | | Medallion of thoughts | Yes | | Necklace of adaptation | Yes | | Periapt of wound closure | Yes | | Pipes of the sewers | Yes | | Quiver of Ehlonna | No | | Ring of jumping | Yes | | Ring of mind shielding | Yes | | Slippers of spider climbing | Yes | | Winged boots | Yes | Replicable Items (Aethyrflame Intensity Level 14) 2 | Amulet of health | Yes | | --- | --- | | Belt of hill giant strength | Yes | | Boots of levitation | Yes | | Boots of speed | Yes | | Bracers of defense | Yes | | Cloak of the bat | Yes | | Dimensional shackles | No | | Gem of seeing | Yes | | Horn of blasting | No | | Ring of free action | Yes | | Ring of protection | Yes | | Ring of the ram | Yes | | Artificer Base Feature | 30 | 2 | Knowledge, Possession | General | General | None | No | |||||||
| Infuse Item | You gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. Infusions Known When you gain this feature, pick four infusions to learn, choosing from the “Artificer Infusions” section at the end of this feature’s description. You learn additional infusions of your choice as your Aethyrflame Intensity level increases, as shown in the Infusions Known column of the Artificer table. Whenever you gain an Aethyrflame Intensity level, you can replace one of the infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Aethyrflame Ability modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. Artificer Infusions Infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum Aethyrflame Intensity level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn an infusion more than once. Arcane Propulsion Armor Item: A suit of armor (requires attunement) The wearer of this armor gains these benefits: - The wearer’s walking speed increases by 5 feet. - The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches. - The armor can’t be removed against the wearer’s will. - If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace. Armor of Magical Strength Item: A suit of armor (requires attunement) This armor has 6 charges. The wearer can expend the armor’s charges in the following ways: - When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier. - If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn. Boots of the Winding Path Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when your Aethyrflame Intensity reaches level 10. Helm of Awareness Item: A helmet (requires attunement) While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some creators prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space. HOMUNCULUS SERVANT Tiny construct Armor Class 13 (natural armor) Hit Points 1 + your Aethyrflame Ability modifier + your Aethyrflame Intensity level (the homunculus has a number of Hit Dice [d4s] equal to your Aethyrflame Intensity level) Speed 20 ft., fly 30 ft. STR 4 (-3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (-2) Saving Throws Dex +2 plus PB Skills Perception +0 plus PB × 2, Stealth +2 plus PB Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 + (PB × 2) Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated. Actions Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage. Reactions Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. Mind Sharpener Item: A suit of armor or robes The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn. Radiant Weapon Item: A simple or martial weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the Aethyrflame Intensity level you must have to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. Replicable Items (Aethyrflame Intensity Level 2) | Alchemy jug | Attunement | | --- | --- | | Bag of holding | No | | Cap of water breathing | No | | Goggles of night | No | | Rope of climbing | No | | Sending stones | No | | Wand of magic detection | No | | Wand of secrets | No | Replicable Items (Aethyrflame Intensity Level 6) | Boots of elvenkind | Attunement | | --- | --- | | Cloak of elvenkind | Yes | | Cloak of the manta ray | No | | Eyes of charming | Yes | | Gloves of thievery | No | | Lantern of revealing | No | | Pipes of haunting | No | | Ring of water walking | No | Replicable Items (Aethyrflame Intensity Level 10) | Boots of striding and springing | Attunement | | --- | --- | | Boots of the winterlands | Yes | | Bracers of archery | Yes | | Brooch of shielding | Yes | | Cloak of protection | Yes | | Eyes of the eagle | Yes | | Gauntlets of ogre power | Yes | | Gloves of missile snaring | Yes | | Gloves of swimming and climbing | Yes | | Hat of disguise | Yes | | Headband of intellect | Yes | | Helm of telepathy | Yes | | Medallion of thoughts | Yes | | Necklace of adaptation | Yes | | Periapt of wound closure | Yes | | Pipes of the sewers | Yes | | Quiver of Ehlonna | No | | Ring of jumping | Yes | | Ring of mind shielding | Yes | | Slippers of spider climbing | Yes | | Winged boots | Yes | Replicable Items (Aethyrflame Intensity Level 14) | Amulet of health | Attunement | | --- | --- | | Belt of hill giant strength | Yes | | Boots of levitation | Yes | | Boots of speed | Yes | | Bracers of defense | Yes | | Cloak of the bat | Yes | | Dimensional shackles | No | | Gem of seeing | Yes | | Horn of blasting | No | | Ring of free action | Yes | | Ring of protection | Yes | | Ring of the ram | Yes | Repulsion Shield Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn. Resistant Armor Item: A suit of armor (requires attunement) While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Returning Weapon Item: A simple or martial weapon with the thrown property This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. Spell-Refueling Ring Item: A ring (requires attunement) While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn. | Artificer Base Feature | 20 | 14 | Possession | General | General | Long Rest | Long Rest | No | ||||||
| The Right Tool for the Job | You learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. | Artificer Base Feature | 20 | 3 | Possession, Knowledge | General | General | Free | Long Rest | No | ||||||
| Tool Expertise | Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. | Artificer Base Feature | 20 | 6 | Possession, Knowledge | General | General | None | No | |||||||
| Flash of Genius | You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Aethyrflame Ability modifier to the roll. You can use this feature a number of times equal to your Aethyrflame Ability modifier (minimum of once). You regain all expended uses when you finish a long rest. | Artificer Base Feature | 20 | 7 | Possession, Knowledge | General | General | Reaction | Long Rest | No | ||||||
| Magic Item Adept | You achieve a profound understanding of how to use and make magic items: - You can attune to up to four magic items at once. - If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. | Artificer Base Feature | 35 | 10 | Possession | General | General | Free | Long Rest | No | ||||||
| Spell-Storing Item | You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from your Spell Domain that requires 1 action to cast (you needn’t have it prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Aethyrflame Ability modifier (minimum of twice) or until you use this feature again to store a spell in an object. | Artificer Base Feature | 11 | Possession | General | General | Free | Long Rest | No | |||||||
| Magic Item Savant | Your skill with magic items deepens more: - You can attune to up to five magic items at once. - You ignore all class, race, spell, and level requirements on attuning to or using a magic item. | Artificer Base Feature | 40 | 14 | Possession | General | General | None | No | |||||||
| Magic Item Master | You can attune to up to six magic items at once. | Artificer Base Feature | 50 | 18 | Possession | General | General | None | No | |||||||
| Soul of Artifice | You develop a mystical connection to your magic items, which you can draw on for protection: - You gain a +1 bonus to all saving throws per magic item you are currently attuned to. - If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your infusions, causing you to drop to 1 hit point instead of 0. | Artificer Base Feature | 55 | 20 | Possession | General | General | Reaction | Long Rest | No | ||||||
| Alchemy Tool Proficiency | Alchemist feature You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. | Artificer Alchemist Feature | 15 | 3 | Possession, Knowledge | General | General | None | No | |||||||
| Experimental Elixir | Alchemist feature Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table. Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. As your Aethyrflame Intensity level increases, you can make more elixirs at the end of a long rest: two at Aethyrflame Intensity level 6 and three at Aethyrflame Intensity level 15. Roll for each elixir’s effect separately. Each elixir requires its own flask. Experimental Elixir | d6 | Effect | | --- | --- | | 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Aethyrflame Ability modifier. | | 2 | Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. | | 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. | | 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. | | 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. | | 6 | Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. | | Artificer Alchemist Feature | 25 | 3 | Possession, Knowledge | General | General | Action | Long Rest | No | ||||||
| Alchemical Savant | Alchemist feature You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Aethyrflame Ability modifier (minimum of +1). | Artificer Alchemist Feature | 25 | 5 | Possession, Knowledge | General | General | Free | Long Rest | No | ||||||
| Restorative Reagents | Alchemist feature You can incorporate restorative reagents into some of your works: - Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Aethyrflame Ability modifier (minimum of 1 temporary hit point). - You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Aethyrflame Ability modifier (minimum of once), and you regain all expended uses when you finish a long rest. | Artificer Alchemist Feature | 25 | 9 | Possession | General | General | Free | Long Rest | No | ||||||
| Chemical Mastery | Alchemist feature You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: - You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. - You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest. | Artificer Alchemist Feature | 55 | 15 | Possession | General | General | Action | No | |||||||
| Tools of the Trade | Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. | Artificer Armorer Feature | 20 | 3 | Possession, Knowledge | General | General | None | No | |||||||
| Arcane Armor | Armorer feature As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand. While you wear it, you gain the following benefits: - If the armor normally has a Strength requirement, it has none for you. - You can use the armor as a spellcasting focus for your spells. - The armor attaches to you and can’t be removed against your will. It expands to cover your entire body, and you can retract or deploy the helmet as a bonus action. It replaces any missing limbs, working just like the body part it replaces. - You can don or doff the armor as an action. The armor stays Arcane Armor until you don another suit of armor or you die. | Artificer Armorer Feature | 30 | 3 | Possession, Knowledge | General | General | Bonus Action | Long Rest | No | ||||||
| Armor Model | Armorer feature You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Aethyrflame Ability modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand. Guardian You design your armor to be in the front line of conflict. It has the following features: Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. As a bonus action, you can gain temporary hit points equal to your Aethyrflame Intensity level, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Infiltrator You customize your armor for subtle undertakings. It has the following features: Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. | Artificer Armorer Feature | 30 | 5 | Possession, Knowledge | General | General | Free | Long Rest | No | ||||||
| Armor Modifications | Armorer feature You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor. | Artificer Armorer Feature | 35 | 9 | Possession | General | General | None | No | |||||||
| Perfected Armor | Armorer feature Your Arcane Armor gains additional benefits based on its model, as shown below. Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. | Artificer Armorer Feature | 95 | 15 | Possession | General | General | Reaction | Long Rest | No | ||||||
| Eldritch Cannon | Artillerist feature You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your Aethyrflame Intensity level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. Eldritch Cannons | Cannon | Activation | | --- | --- | | Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. | | Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. | | Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Aethyrflame Ability modifier (minimum of +1). | | Artificer Artillerist Feature | 30 | 3 | Possession, Knowledge | General | General | Action | Long Rest | No | ||||||
| Arcane Firearm | Artillerist feature You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your spells. When you cast a spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled. | Artificer Artillerist Feature | 30 | 5 | Possession, Knowledge | General | General | Free | Long Rest | No | ||||||
| Explosive Cannon | Artillerist feature Every eldritch cannon you create is more destructive: - The cannon’s damage rolls all increase by 1d8. - As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. | Artificer Artillerist Feature | 40 | 9 | Eldritch Cannon | Possession, Knowledge | General | General | Action | Long Rest | No | |||||
| Fortified Position | Artillerist feature You’re a master at forming well-defended emplacements using Eldritch Cannon: - You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. - You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two. | Artificer Artillerist Feature | 75 | 15 | Eldritch Cannon | Possession, Knowledge | General | General | Bonus Action | No | ||||||
| Battle Ready | Battle Smith feature Your combat training and your experiments with magic have paid off in two ways: - You gain proficiency with martial weapons. - When you attack with a magic weapon, you can use your Aethyrflame Ability modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. | Artificer Battle Smith Feature | 30 | 3 | Possession, Knowledge | General | General | Free | Long Rest | No | ||||||
| Steel Defender | Battle Smith feature Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. STEEL DEFENDER Medium construct Armor Class 15 (natural armor) Hit Points 2 + your Aethyrflame Ability modifier + five times your Aethyrflame Intensity level (the defender has a number of Hit Dice [d8s] equal to your Aethyrflame Intensity level) Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2) Saving Throws Dex +1 plus PB, Con +2 plus PB Skills Athletics +2 plus PB, Perception +0 plus PB × 2 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 + (PB × 2) Languages understands the languages you speak Challenge — Proficiency Bonus (PB) equals your bonus Vigilant. The defender can’t be surprised. Actions Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it. Reaction Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. | Artificer Battle Smith Feature | 30 | 3 | Possession, Knowledge | General | General | Action | Long Rest | No | ||||||
| Arcane Jolt | Battle Smith feature You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: - The target takes an extra 2d6 force damage. - Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Aethyrflame Ability modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. | Artificer Battle Smith Feature | 35 | 9 | Possession | General | General | Free | Long Rest | No | ||||||
| Improved Defender | Battle Smith feature Your Arcane Jolt and steel defender become more powerful: - The extra damage and the healing of your Arcane Jolt both increase to 4d6. - Your steel defender gains a +2 bonus to Armor Class. - Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Aethyrflame Ability modifier. | Artificer Battle Smith Feature | 45 | 15 | Possession | General | General | Free | Long Rest | No | ||||||
| Aberrant Dragonmark | Prerequisite: No other dragonmark You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: - You learn a cantrip of your choice from any spell list. In addition, choose a 1st-level spell from any spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. - When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. You also develop a random flaw from the Aberrant Dragonmark Flaws table. Aberrant Dragonmark Flaws | d8 | Flaw | | --- | --- | | 1 | Your mark is a source of constant physical pain. | | 2 | Your mark whispers to you. Its meaning can be unclear. | | 3 | When you’re stressed, the mark hisses audibly. | | 4 | The skin around the mark is burned, scaly, or withered. | | 5 | Animals are uneasy around you. | | 6 | You have a mood swing any time you use your mark. | | 7 | Your looks change slightly whenever you use the mark. | | 8 | You have horrific nightmares after you use your mark. | > OPTION: GREATER ABERRANT POWERS > At the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching Aethyrflame Intensity level 10, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level. > If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means. | Feat | 10 | 1 | General | General | General | Free | No | |||||||
| Actor | Skilled at mimicry and dramatics, you gain the following benefits: - You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. - You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. | Feat | 20 | 1 | General | General | General | Free | No | |||||||
| Alert | Always on the lookout for danger, you gain the following benefits: - You gain a +5 bonus to initiative. - You can't be surprised while you are conscious. - Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. | Feat | 30 | 1 | General | General | General | None | No | |||||||
| Artificer Initiate | You’ve learned some arcane inventiveness: - You learn one cantrip of your choice from any spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. - You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. - You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability. | Feat | 20 | 1 | General | General | General | Varies | No | |||||||
| Athlete | You have undergone extensive physical training to gain the following benefits: - When you are prone, standing up uses only 5 feet of your movement. - Climbing doesn't cost you extra movement. - You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. | Feat | 10 | 1 | General | General | General | Free | No | |||||||
| Bountiful Luck | Prerequisite: Small Heritage Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn. | Feat | 30 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Charger | When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). | Feat | 15 | 1 | General | Martial, Spellfighter | General | Action | Long Rest | No | ||||||
| Chef | Time spent mastering the culinary arts has paid off , granting you the following benefits: - You gain proficiency with cook’s utensils if you don’t already have it. - As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. - With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. | Feat | 5 | 1 | General | General | General | Free | No | |||||||
| Crossbow Expert | Thanks to extensive practice with the crossbow, you gain the following benefits: - You ignore the loading property of crossbows with which you are proficient. - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. - When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. | Feat | 35 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Crusher | You are practiced in the art of crushing your enemies, granting you the following benefits: - Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. - When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. | Feat | 30 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Defensive Duelist | Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. | Feat | 30 | 1 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Dragon Fear | Prerequisite: Dragari Heritage When angered, you can radiate menace. You gain the following benefits: - Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Aethyrflame Ability modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Dragon Hide | Prerequisite: Dragari Heritage You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: - Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. - You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal bludgeoning damage for an unarmed strike. | Feat | 10 | 1 | General | General | General | None | No | |||||||
| Drow High Magic | Prerequisite: Drow Heritage You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Dual Wielder | You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. | Feat | 30 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Dungeon Delver | Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps. - You have resistance to the damage dealt by traps. - Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score. | Feat | 10 | 1 | General | General | General | None | No | |||||||
| Durable | Hardy and resilient, you gain the following benefits: - When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). | Feat | 10 | 1 | General | General | General | Free | No | |||||||
| Ancestral Fortitude | Prerequisite: Ancestry with a damage resistance You have the blood of ancestral heroes flowing through your veins. You gain the following benefits: - Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Eldritch Adept | Prerequisite: Spellcasting or Pact Magic feature Studying occult lore, you learn one Eldritch Invocation option of your choice. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one. | Feat | 30 | 1 | General | General | Arcane | Free | Long Rest | No | ||||||
| Elemental Adept | Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. - Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. - You can select this feat multiple times. Each time you do so, you must choose a different damage type. | Feat | 30 | 1 | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||||
| Elevated Accuracy | You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. | Feat | 35 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fast Action | You have exceptional fluidity and momentum in your actions. You gain the following benefits: - You gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Cast a Spell (cantrips only), Dash, Dodge, Disengage, Hide, or Use an Object action. | Feat | 50 | 7 | General | General | General | Free | Long Rest | No | ||||||
| Fast Hands | You have exceptional speed and deftness with your hands. You gain the following benefits: - You have advantage on Sleight of Hand checks. - You can make two Bonus Actions on each of your turns instead of one. | Feat | 40 | 7 | General | General | General | Free | Long Rest | No | ||||||
| Fast Reaction | You have exceptional acuity and instinct to respond in the moment. You gain the following benefits: - You have advantage on Initiative checks. - You can make two Reactions on each of your turns instead of one. | Feat | 30 | 7 | General | General | General | Free | Long Rest | No | ||||||
| Fade Away | Prerequisite: Subterranean Heritage Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: - Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fey Teleportation | Prerequisite: Fae Heritage Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: - You learn to speak, read, and write Sylvan. - You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fey Touched | Your exposure to the Feywild’s magic has changed you, granting you the following benefits: - You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. | Feat | 30 | 1 | General | General | General | Bonus Action | No | |||||||
| Fighting Initiate | Prerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. If you already have a style, the one you choose must be different. Whenever your Aethyrflame Intensity Level increases you can replace this feat’s fighting style with another one from that you don’t have. | Feat | 10 | 1 | General | General | General | Free | No | |||||||
| Firearm Specialist | You are adept at using guns effectively. - You gain proficiency with Firearms. - If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest. - When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding. | Feat | 30 | 1 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Flames of Phlegethos | Prerequisite: Heritage with resistance to fire damage (Tiefling, Dragari, Elemari, etc) You learn to call on hellfire to serve your commands. You gain the following benefits: - When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. - Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Gift of the Chromatic Dragon | You’ve manifested some of the power of chromatic dragons, granting you the following benefits: Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest. Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Feat | 20 | 1 | General | General | General | Bonus Action | No | |||||||
| Gift of the Gem Dragon | You’ve manifested some of the power of gem dragons, granting you the following benefits: Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Feat | 10 | 1 | General | General | General | Reaction | No | |||||||
| Gift of the Metallic Dragon | You’ve manifested some of the power of metallic dragons, granting you the following benefits: Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Feat | 20 | 1 | General | General | General | Reaction | No | |||||||
| Grappler | Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - You have advantage on attack rolls against a creature you are grappling. - You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. | Feat | 15 | 1 | General | Martial, Spellfighter | General | Action | Long Rest | No | ||||||
| Great Weapon Master | You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. | Feat | 35 | 1 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Gunner | You have a quick hand and keen eye when employing firearms, granting you the following benefits: - You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). - You ignore the loading property of firearms. - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. | Feat | 10 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Healer | You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. | Feat | 20 | 1 | General | General | General | Action | No | |||||||
| Heavily Armored | Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits: - You gain proficiency with heavy armor. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Heavy Armor Master | Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits: - While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. | Feat | 15 | 1 | General | Martial, Spellfighter | General | None | No | |||||||
| Infernal Constitution | Prerequisite: Ancestry with resistance to fire damage Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: - You have resistance to cold damage and poison damage. - You have advantage on saving throws against being poisoned. | Feat | 10 | 1 | General | General | General | None | No | |||||||
| Inspiring Leader | Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Aethyrflame Ability modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. | Feat | 30 | 1 | General | General | General | Free | No | |||||||
| Keen Mind | You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. - You always know which way is north. - You always know the number of hours left before the next sunrise or sunset. - You can accurately recall anything you have seen or heard within the past month. | Feat | 10 | 1 | General | General | General | None | No | |||||||
| Lightly Armored | You have trained to master the use of light armor, gaining the following benefits: - You gain proficiency with light armor. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Linguist | You have studied languages and codes, gaining the following benefits: - You learn three languages of your choice. - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Aethyrflame Ability score + your proficiency bonus), or they use magic to decipher it. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Lucky | You have inexplicable luck that seems to kick in at just the right moment. - You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. - You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. - You regain your expended luck points when you finish a long rest. | Feat | 50 | 1 | General | General | General | Free | No | |||||||
| Mage Slayer | You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: - When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. - When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. - You have advantage on saving throws against spells cast by creatures within 5 feet of you. | Feat | 20 | 1 | General | General | General | Reaction | No | |||||||
| Magic Initiate | Choose a spell domain: Arcane, Divine, or Natural. You learn two cantrips of your choice from that domain’s spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose from Charisma, Intelligence, or Wisdom and that becomes your spellcasting ability. | Feat | 30 | 1 | General | General | General | Varies | No | |||||||
| Martial Adept | You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: - You learn two martial manuevers (from the Combat Superiority feature) of your choice. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). - You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. | Feat | 25 | 1 | General | General | General | Free | No | |||||||
| Medium Armor Master | Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits: - Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. - When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. | Feat | 10 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Metamagic Adept | Prerequisite: Spellcasting or Pact Magic feature You’ve learned how to exert your will on your spells to alter how they function: - You learn two Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one. - You gain 2 metamagic points to spend on Metamagic (these points are added to any metamagic points you have from another source). You regain all spent metamagic points when you finish a long rest. | Feat | 30 | 1 | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||||
| Mobile | You are exceptionally speedy and agile. You gain the following benefits: - Your speed increases by 10 feet. - When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. - When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. | Feat | 30 | 1 | General | General | General | Free | No | |||||||
| Moderately Armored | Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits: - You gain proficiency with medium armor and shields. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Mounted Combatant | You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: - You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. - You can force an attack targeted at your mount to target you instead. - If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. | Feat | 20 | 1 | General | Martial, Spellfighter | General | None | No | |||||||
| Observant | Quick to notice details of your environment, you gain the following benefits: - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. - You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | Feat | 30 | 1 | General | General | General | None | No | |||||||
| Ancestral Fury | Prerequisite: Relentless Endurance trait Your inner fury burns tirelessly. You gain the following benefits: - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. - Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. | Feat | 10 | 1 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Piercer | You have achieved a penetrating precision in combat, granting you the following benefits: - Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. - When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. | Feat | 10 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Poisoner | You can prepare and deliver deadly poisons, granting you the following benefits: - When you make a damage roll that deals poison damage, it ignores resistance to poison damage. - You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. - You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. | Feat | 15 | 1 | General | Martial, Spellfighter | General | Bonus Action | Long Rest | No | ||||||
| Polearm Master | You gain the following benefits: - When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. - While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. | Feat | 35 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Resilient | Choose one ability score. You gain the following benefits: - You gain proficiency in saving throws using the chosen ability. | Feat | 30 | 1 | General | General | General | None | No | |||||||
| Revenant Blade | You’ve learned the way of the double-bladed scimitar. You gain the following benefits: - Increase your Dexterity or Strength score by 1, to a maximum of 20. - While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. - A double-bladed scimitar has the finesse property when you wield it. To gain the weapon benefits of this feat, equip a Revenant Double-Bladed Scimitar or create your own similar weapon. | Feat | 15 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Ritual Caster | Prerequisite: Charisma**,** Intelligence, or Wisdom of 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following spell domains: Arcane, Divine, or Natural. You must choose your spells from that domain’s spell list, and the spells you choose must have the ritual tag. Your spellcasting ability for these spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. | Feat | 30 | 1 | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||||
| Savage Attacker | Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. | Feat | 15 | 1 | General | Martial | General | Free | Long Rest | No | ||||||
| Second Chance | Prerequisite: Ancestry with small size Fortune favors you when someone tries to strike you. You gain the following benefits: - When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest. | Feat | 10 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Sentinel | You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. | Feat | 40 | 1 | General | Martial, Spellfighter | General | None | None | None | Creatures can’t flee from you by disengaging and you can make many more attacks of opportunity. | Long Rest | No | |||
| Shadow Touched | Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits: - You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. | Feat | 30 | 1 | General | General | General | Varies | No | |||||||
| Sharpshooter | You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. - Your ranged weapon attacks ignore half cover and three-quarters cover. - Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. | Feat | 35 | 1 | General | Martial, Spellfighter | General | Attack | No | |||||||
| Shield Master | You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. | Feat | 30 | 1 | General | Martial, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Skill Expert | You have honed your proficiency with particular skills, granting you the following benefits: - You gain proficiency in one skill or tool of your choice. - Choose one skill or tool in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. This feature can be acquired more than once. | Feat | 30 | 1 | General | General | General | None | No | |||||||
| Skilled | You gain proficiency in any combination of three skills or tools of your choice. | Feat | 20 | 1 | General | General | General | None | No | |||||||
| Skulker | Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits: - You can try to hide when you are lightly obscured from the creature from which you are hiding. - When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. - Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. | Feat | 10 | 1 | General | General | General | Free | No | |||||||
| Slasher | You’ve learned where to cut to have the greatest results, granting you the following benefits: - Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. - When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. | Feat | 10 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Spell Sniper | Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: - When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. - Your ranged spell attacks ignore half cover and three-quarters cover. - You learn one cantrip that requires an attack roll. Choose the cantrip from the Arcane, Divine, or Natural spell list. Your spellcasting ability for this cantrip is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. | Feat | 30 | 1 | General | Spellcaster, Spellfighter | General | Free | Long Rest | No | ||||||
| Squat Nimbleness | Prerequisite: Dwarf or a Small Heritage You are uncommonly nimble for your race. You gain the following benefits: - Increase your walking speed by 5 feet. - You gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Strixhaven Initiate | You have studied some magical theory and have learned a few spells associated with Strixhaven University. Choose one of Strixhaven’s colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat’s spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. Strixhaven Spells | College | Cantrips | 1st-Level Spell | | --- | --- | --- | | Lorehold | Choose two from light, sacred flame, and thaumaturgy. | Choose one 1st-level Divine or Arcane spell. | | Prismari | Choose two from fire bolt, prestidigitation, and ray of frost. | Choose one 1st-level Arcane. | | Quandrix | Choose two from druidcraft, guidance, and mage hand. | Choose one 1st-level Natural or Arcane spell. | | Silverquill | Choose two from sacred flame, thaumaturgy, and vicious mockery. | Choose one 1st-level Arcane or Divine spell. | | Witherbloom | Choose two from chill touch, druidcraft, and spare the dying. | Choose one 1st-level Natural or Arcane spell. | | Feat | 20 | 1 | General | General | General | Varies | No | |||||||
| Strixhaven Mascot | Prerequisite: Strixhaven Initiate Feat You have learned how to summon a Strixhaven mascot to assist you, granting you these benefits: - You can cast the find familiar spell as a ritual. Your familiar can take the form of the mascot associated with the college you chose for the Strixhaven Initiate feat: a spirit statue mascot (Lorehold), an art elemental mascot (Prismari), a fractal mascot (Quandrix), an inkling mascot (Silverquill), or a pest mascot (Witherbloom). Stat blocks for these creatures appear in chapter 7. - When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction. - If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again. | Feat | 15 | 4 | Strixhaven Initiate | General | General | General | Action | No | ||||||
| Subterranean Magic | Prerequisite: Subterranean Heritage You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Your spellcasting ability for this feat’s spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. | Feat | 15 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Tavern Brawler | Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: - You are proficient with improvised weapons. - Your unarmed strikes deal an additional d4 damage. - When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. - When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and Attack Roll Attack Rolls an additional time. - When you make an attack with a thrown weapon while within 5 feet of a hostile creature that can see you and isn't incapacitated you ignore the disadvantage on the attack roll you would normally have. | Feat | 40 | 1 | General | Martial, Spellfighter | General | Free | Long Rest | No | ||||||
| Telekinetic | You learn to move things with your mind, granting you the following benefits: - You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. - As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. | Feat | 30 | 1 | General | General | Arcane | Bonus Action | Long Rest | No | ||||||
| Telepathic | You awaken the ability to mentally connect with others, granting you the following benefits: - You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. - You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a short or long rest before you can cast it this way again. Your spellcasting ability for the spell is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. | Feat | 30 | 1 | General | General | Arcane | Action | No | |||||||
| Thrower | You’ve achieved extraordinary skill and technique in throwing projectiles, gaining the following benefits: - When you throw something you add your Strength and Dexterity modifier to the attack and damage rolls (unless the modifier is negative). - When you hit a creature with something you threw within a range of less than or equal to your strength score, they must make a Strength Saving Throw with a DC of 10 + your Strength Bonus + your Proficiency Bonus. If they fail they are knocked prone. - As an attack you can throw a creature grappled by you if they are equal to your size or smaller. A creature equal to your size can be thrown a distance up to your Strength score. A creature smaller than you can be thrown twice that distance. If you hit a creature with a creature you threw the thrown creature makes a Dexterity Saving Throw with a DC of DC of 10 + your Strength Bonus + your Proficiency Bonus. If they fail they suffer the same damage as the hit creature and fall prone at their feet. If they succeed they take no damage and are not knocked prone. Alternatively, you can throw a creature grappled by you upward into the air. When they fall back down to the ground the thrown creature falls prone at your feet and makes a Dexterity Saving Throw with a DC of DC of 10 + your Strength Bonus + your Proficiency Bonus. If they fail they take damage equal to double the damage you would deal with a thrown attack with an improvised weapon. If they succeed they take half as much damage. | Feat | 40 | 9 | Tavern Brawler | General | Martial | General | Free | No | ||||||
| Titan Grip | You’ve achieved extraordinary strength in you arms and hands, gaining the following benefits: - You can wield a heavy weapon using only one hand. - You can use two-weapon fighting even when the melee weapons you are wielding are heavy. - You can draw or stow two two-handed weapons when you would normally be able to draw or stow only one. - Creatures grappled by you have disadvantage on checks made to break free. - When an effect would cause you to drop what you are holding in your hands, you can use your reaction to prevent the effect, retaining your grip. You must complete a short or long rest before you can use this reaction again. | Feat | 40 | 9 | Dual Wielder | General | Martial | General | Free | No | ||||||
| Tough | Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. | Feat | 30 | 1 | General | General | General | Free | No | |||||||
| War Caster | Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. - You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. - When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. | Feat | 35 | 1 | General | Spellcaster, Spellfighter | General | Reaction | Long Rest | No | ||||||
| Weapon Master | You have practiced extensively with a variety of weapons, gaining the following benefits: - You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. | Feat | 5 | 1 | General | General | General | None | No | |||||||
| Magic of the Wood | Prerequisite: Wood Elf Heritage or Vitaean Heritage You learn the magic of the primeval woods, which are revered and protected by your people. You learn one Nature cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Your spellcasting ability for these spells is the same as your Aethyrflame Spellcasting Ability. If you do not already have an Aethyrflame Spellcasting Ability, choose between Charisma, Intelligence, or Wisdom and your selection becomes your spellcasting ability. | Feat | 10 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Epic Boon of Combat Prowess | When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 75 | 10 | General | General | General | Free | No | |||||||
| Boon of Dimensional Travel | As an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest. | Epic Boon | 40 | 10 | General | General | General | Action | No | |||||||
| Epic Boon of Fate | When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 60 | 10 | General | General | General | Free | No | |||||||
| Epic Boon of Fortitude | Your hit point maximum increases by 40. | Epic Boon | 40 | 10 | General | General | General | None | No | |||||||
| Boon of High Magic | You gain one 9th-level spell slot, provided that you already have one. | Epic Boon | 105 | 17 | General | Spellcaster, Spellfighter | General | None | No | |||||||
| Boon of Immortality | You stop aging. You are immune to any effect that would age you, and you can’t die from old age. | Epic Boon | 90 | 17 | General | General | General | None | No | |||||||
| Epic Boon of Invincibility | When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 65 | 10 | General | General | General | Free | No | |||||||
| Epic Boon of Irresistible Offense | You can bypass the damage resistances of any creature. | Epic Boon | 95 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Luck | You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 45 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Magic Resistance | You have advantage on saving throws against spells and other magical effects. | Epic Boon | 65 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Peerless Aim | You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 35 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Perfect Health | You are immune to all diseases and poisons, and you have advantage on Constitution saving throws. | Epic Boon | 45 | 10 | General | General | General | None | No | |||||||
| Boon of Planar Travel | When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can’t use it again until you finish a short rest. | Epic Boon | 75 | 13 | General | General | General | Free | No | |||||||
| Boon of Quick Casting | Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you. | Epic Boon | 105 | 13 | General | General | General | Bonus Action | No | |||||||
| Epic Boon of Recovery | You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest. | Epic Boon | 45 | 10 | General | General | General | Bonus Action | No | |||||||
| Epic Boon of Resilience | You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. | Epic Boon | 45 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Skill Proficiency | You gain proficiency in all skills. | Epic Boon | 80 | 10 | General | General | General | None | No | |||||||
| Epic Boon of Speed | Epic Boon | 45 | 10 | General | General | General | Bonus Action | No | ||||||||
| Epic Boon of Spell Mastery | Choose one 1st-level arcane spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot. | Epic Boon | 75 | 10 | General | Spellcaster, Spellfighter | General | Varies | No | |||||||
| Epic Boon of Spell Recall | You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest. | Epic Boon | 55 | 10 | General | Spellcaster, Spellfighter | General | Varies | No | |||||||
| Epic Boon of the Fire Soul | You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components. | Epic Boon | 65 | 10 | General | General | General | Action | No | |||||||
| Epic Boon of the Night Spirit | While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction. | Epic Boon | 60 | 10 | General | General | General | Action | No | |||||||
| Epic Boon of the Stormborn | You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components. | Epic Boon | 65 | 10 | General | General | General | Action | No | |||||||
| Epic Boon of the Unfettered | You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind. | Epic Boon | 45 | 10 | General | General | General | None | No | |||||||
| Boon of Truesight | You have truesight out to a range of 60 feet. | Epic Boon | 70 | 11 | General | General | General | None | No | |||||||
| Epic Boon of Undetectability | You gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors. | Epic Boon | 45 | 10 | General | General | General | None | No | |||||||
| Diplomatic Ancestry | Humans have an innate ability to understand and connect with other races. You have advantage on Charisma (Persuasion) checks and Wisdom (Insight) checks when interacting with other races. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Cultural Adaptability | Due to their widespread presence and interaction with various races, humans have learned to adapt to different cultures swiftly. You learn one additional language of their choice and gain proficiency in one skill of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Hunter’s Intuition | When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Seeker’s Connection | You can cast the hunter’s mark spell with this trait. Starting at Aethyrflame Intensity level 3, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Varies | No | |||||||
| Wild Intuition | When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Primal Connection | You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a short or long rest. Starting at Aethyrflame Intensity level 3, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature’s Intelligence score is 3 or lower. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Vehicular Intuition | When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Traversal Connection | You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Sentinel’s Intuition | When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Guardian’s Connection | You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can’t do so again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Technological Intuition | When you make an Intelligence (Arcana) or an ability check to use Tinkering Tools, you can roll a d4 and add the number rolled to the ability check. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Aethyr Connection | When you complete a short rest you can regain a spell slot of 3rd level or lower. Once you use this feature, you cannot do so again until you complete a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Vedalken Dispassion | You have advantage on all Intelligence, Wisdom, and Charisma saving throws. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Tireless Precision | You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Partially Amphibious | By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | No | |||||||
| Hellish Resistance | You have resistance to fire damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Infernal Legacy | You know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Variants - When you gain this feature you can choose one of the variants below instead of the feature described above. ### Baalzebul Tiefling - Legacy of Maladomini The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically. You know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Dispater Tiefling - Legacy of Dis The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators. You know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Fierna Tiefling - Legacy of Phlegethos A master manipulator, Fierna grants tieflings tied to her forceful personalities. You know the friends cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Glasya Tiefling - Legacy of Malbolge Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists. You know the minor illusion cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Levistus Tiefling - Legacy of Stygia Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. You know the ray of frost cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Mammon Tiefling - Legacy of Minauros The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth. You know the mage hand cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When your Aethyrflame Intensity reaches level 5, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Mephistopheles Tiefling - Legacy of Cania In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic. You know the mage hand cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Zariel Tiefling - Legacy of Avernus Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. You know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### Winged Tiefling You know the vicious mockery cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the charm person spell as a 2nd-level spell once with this trait. When your Aethyrflame Intensity reaches level 5, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. Hellfire. Once your Aethyrflame Intensity reaches level 3, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fey Ancestry | You have advantage on saving throws you make to avoid or end the charmed condition on yourself. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Fey Step | As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When your Aethyrflame Intensity reaches level 3, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Keen Senses | You have advantage on Perception and Initiative checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Trance | You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Elf Weapon Training | You have proficiency with the longsword, shortsword, shortbow, and longbow. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Cantrip | You know one cantrip of your choice from the arcane spell list. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Extra Language | You can speak, read, and write one extra language of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Drow Magic | You know the dancing lights cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Drow Weapon Training | You have proficiency with rapiers, shortswords, and hand crossbows. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mask of the Wild | You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Underwater Weapon Training | You have proficiency with the spear, trident, light crossbow, and net. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Child of the Sea | You have a swimming speed of 30 feet, and you can breathe air and water. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Friend of the Sea | Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Skill Versatility | You gain proficiency in two skills of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Elven Lineage | ### Aquatic Half-Elf Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage. ### Aquatic Heritage A half-elf of aquatic heritage can forgo Skill Versatility and instead choose a swimming speed of 30 feet. ### Drow Half-Elf Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage. ### Drow Magic A half-elf of drow descent can forgo Skill Versatility and instead choose the drow’s Drow Magic: You know the dancing lights cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When your Aethyrflame Intensity reaches level 5, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. ### High Half-Elf Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage. ### High Elf Descent A half-elf of moon elf or sun elf descent can forego Skill Versatility and instead choose the high elf’s Elf Weapon Training or Cantrip. ### Wood Half-Elf Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage. ### Wood Elf Descent A half-elf of wood elf descent can forgo Skill Versatility and instead choose the wood elf’s Elf Weapon Training, Fleet of Foot, or Mask of the Wild. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Adrenaline Rush | You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Powerful Build | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Relentless Endurance | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fury of the Small | When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Nimble Escape | You can take the Disengage or Hide action as a bonus action on each of your turns. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Menacing | You have advantage on Intimidation checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Savage Attacks | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Dwarven Resilience | You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section). | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Dwarven Combat Training | You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Dwarven Tool Proficiency | You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Stonecunning | Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Duergar Resilience | You have advantage on saving throws against illusions and against being charmed or paralyzed. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Duergar Magic | You can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When your Aethyrflame Intensity reaches level 5, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Dwarven Toughness | Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Dwarven Armor Training | You have proficiency with light and medium armor. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Gnome Cunning | You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Artificer’s Lore | Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Tinker | You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. | Heritage (Racial) Feature | 0 | 1 | General | General | General | 1 Hour | Long Rest | No | ||||||
| Stone Camouflage | You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Firbolg Magic | You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Hidden Step | As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Speech of Beast and Leaf | You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Athlete | You have advantage on Athletics checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Stone’s Endurance | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Mountain Born | You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Unending Breath | You can hold your breath indefinitely while you’re not incapacitated. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Lightning Resistance | You have resistance to lightning damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mingle with the Wind | You know the Shocking Grasp and Gust cantrips. Starting at Aethyrflame Intensity level 3, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at Aethyrflame Intensity level 5, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Your Aethyrflame Ability is your spellcasting ability for these spells when you cast them with this trait. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Earth Walk | You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Merge with Stone | You know the Blade Ward and Mold earth cantrips. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at Aethyrflame Intensity level 5, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Acid Resistance | You have resistance to acid damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Amphibious | You can breathe air and water. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Call to the Wave | You know the Acid Splash and Shape Water cantrips. Starting at Aethyrflame Intensity level 3, you can cast the create or destroy water spell with this trait. Starting at Aethyrflame Intensity level 5, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Fire Resistance | You have resistance to fire damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Reach to the Blaze | You know the produce flame and cantrips. Starting at Aethyrflame Intensity level 3, you can cast the burning hands spell with this trait. Starting at Aethyrflame Intensity level 5, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Sylvan Understanding | You know the druicraft cantrip and are proficient in the Nature Skill. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Plant Anatomy | As a completely different class of organism from most humanoids, Sylvari are affected differently by certain spells and magic effects. You have the plant and humanoid creature types. You're still a plant while shape-shifted or polymorphed. You are immune to lycanthropy, vampirism, and any other magical diseases, curses, mutations, or corruptions that would change your creature type. When you die, your corpse cannot be raised as an undead through any means, as if you were under the effects of the gentle repose spell. Your corpse still decays normally. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Dream of Dreams | The Pale Tree uses the Dream to connect her children and shield their minds from outside influence. You have advantage on saving throws against being charmed, and magic can't put you to sleep. In addition, you gain advantage on History checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Summon Sylvan Companion | Over a long rest, you can use your connection to the Dream to grow a Sylvan Hound, which becomes magically bonded to you. The Sylvan Hound uses a wolf's statistics, though it has the Plant Anatomy sylvari racial feature. If you wish your companion to take another form, check with your GM for what other options you may have. The Sylvan Hound obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Sylvan Hound where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Like any creature, the Sylvan Hound can spend Hit Dice during a short rest. If you are incapacitated or absent, the Sylvan Hound acts on its own, focusing on protecting you and itself. You may only have one Sylvan Hound bonded to you at a time. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Biolumenescence | In dark areas, natural glowing points on your body emit a dim light for 20 ft. This light is in the color of the glowing points of your body. You may choose to suppress this light. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Arboreal Alertness | You have advantage on Perception and Survival checks while in wooded environs. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Poison Immunity | You’re immune to poison damage and the poisoned condition. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Poisonous Skin | Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Standing Leap | Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Water Dependency | If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. | Heritage (Racial) Feature | 0 | 1 | General | General | General | 1 Hour | No | |||||||
| Speak with Frogs and Toads | You can communicate simple concepts to toads and frogs via the Bullywug language | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Camouflage | You have advantage on stealth checks when in swamps, forests, jungles, bogs, marshes, and similar terrain. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Tongue Lash | You can use your sticky tongue as a natural weapon to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Amphibian Acrobats | Built with strong and capable legs and a fixation towards jumping Bullywugs are naturally inclined towards physical activity, granting them advantage on Athletics and Acrobatics checks involving the use of their legs. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Slippery Hide | Your slimy, slippery skin grants you advantage in Athletics and Acrobatics checks to free yourself from being grappled or restrained. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Claws | Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Hunter’s Instincts | You have advantage on Insight, Nature, Perception, and Survival checks made while hunting or interacting with beasts. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Daunting Roar | As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Horn | Your horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Goring Rush | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horn(s) as a bonus action. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Rhox Senses | All rhox are nearsighted, but possess an uncanny sense of smell. You have disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on Wisdom (Perception) checks that rely on smell. In addition to this, you are able to identify by scent any individual you have encountered before with whom you have spent at least 10 minutes interacting. | Heritage (Racial) Feature | 0 | 1 | General | General | General | 10 Minutes | No | |||||||
| Natural Armor | You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Sturdy Stance | You have advantage on saving throws against being knocked prone. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Trunk | You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Keen Smell | Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Horns | Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Hammering Horns | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | No | |||||||
| Imposing Presence | You have advantage on Intimidation and Persuasion checks made when interacting with a creature of equal or smaller size category. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Labyrinthine Recall | You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Quill Projectile | As an action, you can launch a quill from your back at a target within 30 feet of you. This is a ranged attack that deals 1d6 + DEX piercing damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Survival Instinct | You have advantage on Survival checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Ram | You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Mirthful Leaps | Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Reveler | As an embodiment of revelry, you have advantage on Performance checks and Constitution Saving Throws against inebriation. You also have proficiency with one musical instrument of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Magic Resistance | You have advantage on saving throws against spells and other magical effects. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Bite | Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Cold Resistance | You have resistance to cold damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Howl of the Pack | As an action, you can unleash a howling cry imbued with the spirit of the wolf. When you use your howl, you can choose one of the following effects: - Bolstering Howl: Each creature of your choice within 30 feet of you that can hear you gains temporary hit points equal to your proficiency bonus + your Constitution modifier and has advantage on saving throws against being frightened until the start of your next turn. - Intimidating Howl: Each enemy within 30 feet of you that can hear you must succeed on a Wisdom saving throw against your Aethyrflame Spell Save DC or be frightened of you until the end of your next turn. Once you use your Howl of the Pack, you can’t use it again until you complete a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Stealthy Stalker | You have advantage on Stealth checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Pounce | If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Panther Camouflage | Known for their completely black fur and heightened senses, Black Panthera have advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Spotted Panthera, with their distinctive coat patterns, are adept at using the terrain to their advantage. They have advantage on Dexterity (Stealth) checks made to hide in forested terrain. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Prehensile Feet | You are able to use their feet to manipulate objects just as well as they can use their hands. You can also hang from there feet, as well as use tools and weapons. When holding and object in their feet their walking speed becomes 0 and their climbing speed is halved, with disadvantage on athletics checks related to climbing. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Physically Adept | You have advantage on Acrobatics and Athletics checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Dexterous Tail | You have a tale that acts as an extra appendage that is able to hold, but not manipulate tools, it can also hold and move objects. You can also hang from their tails and save yourself from falling, if that can grab something in time by succeeding on an Acrobatics check. Additionally you have impeccable balance and have advantage against being knocked prone. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Foragers | Living in tune with nature, you have learned to identify edible plants, fruits, and insects. You have advantage on Survival checks and you can always find enough food and water for up to 4 creatures after foraging for at least an hour in wooded environs. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Advantaged Grappler | Thanks to their powerful and dexterous limbs, Apelings are particularly adept at grappling. When you use an action to grapple a creature, you can use a bonus action to attempt to grapple another creature or to restrain a creature already grappled. Additionally, you have advantage on Strength (Athletics) checks made to initiate or maintain a grapple. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Druidic Heritage | You know the cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Natural Herbalist | During a short rest, you can create a number of healing salves equal to your Aethyrflame Ability modifier (minimum of one). A creature can use an action to apply a salve to itself or another creature within 5 feet, restoring hit points equal to 1d4 + your Aethyrflame Ability modifier. The salves lose their potency after a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Short Rest | No | |||||||
| Lanky Arms | They have +5 ft. to their reach | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Rampage | When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Bite attack. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Agile Combatant | You can use your reaction to dodge out of the way of an attack of opportunity, causing the attack to miss. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Cunning Artisan | As part of a short rest, you can 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. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Short Rest | No | |||||||
| Slow Breathing | You can hold your breath for up to 15 minutes at a time. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Hunter’s Lore | When you make an Animal Handling, Nature, Insight, or Survival check related to a beast you may treat any roll under 5 as a 5 instead. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Hungry Jaws | In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Powerful Tail | You have a strong, muscular tail that you can use for both balance and attack. You can use your tail to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Cold-Blooded | Due to your cold-blooded nature, your metabolism is significantly slower than that of warm-blooded creatures. You require only half as much food as a typical creature of your size, and you can go twice as long without food before suffering levels of exhaustion. However, your body struggles to maintain its temperature in colder climates. You have disadvantage on Constitution saving throws made to endure cold weather, and whenever you take cold damage, your speed is reduced by 10 feet until the end of your next turn. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Ancient Knowledge | Lizardfolk have a deep connection to ancient wisdom and the secrets of the world. You have advantage on History checks, and you can add double your proficiency bonus to checks related to ancient civilizations and the Old Ones. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Hold Breath | You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | No | |||||||
| Tortle Shell | Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Shell Defense | You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Control Air and Water | You can cast fog cloud with this trait. Starting at Aethyrflame Intensity level 3, you can cast gust of wind with it, and starting at Aethyrflame Intensity level 5, you can also cast wall of water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | No | |||||||
| Emissary of the Sea | Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Guardians of the Depths | Adapted to even the most extreme ocean depths, you have resistance to cold damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Amphibious Assault | You are skilled in underwater combat. Attacks made with melee weapons don’t suffer disadvantage due to being underwater. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Observant and Athletic | You have advantage on Athletics and Perception checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Leviathan Will | You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Divine Blessing | As a result of your deep faith and theocratic culture, you can cast the bless spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Blood Frenzy | When a Sahuagin has taken damage you can use your bonus action to gain advantage on all melee attack rolls until the end of the round. All melee atacks against you also gain advantage. You can use this feature once per short rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Water Acrobat | Use the Dash and Disengage action as a bonus action while underwater. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Serpentine Spellcasting | You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at Aethyrflame Intensity level 3, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Your Aethyrflame ability is your spellcasting ability for these spells. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | No | |||||||
| Poison Resilience | You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Cold-Blooded Intrigue | You have advantage on Deception checks when attempting to lie or conceal your true intentions. Other creatures have disadvantage on Insight checks made to discern your thoughts. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Venomous Bite | You have a venomous bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, plus poison damage equal to your Constitution modifier. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Constrict | Once per short rest, you can use an attack to constrict a creature of your size or smaller that you have grappled. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be restrained until the grapple ends. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Serpentine Body | You can stand up from being prone using only 5 feet of movement. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Expert Duplication | When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Kenku Recall | Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Mimicry | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | ||||||||
| Raven’s Feathers | Your jet-black feathers stifle sound and obscure you in the dark. Creatures have disadvantage to perceive sounds you by hearing your movement and you have advantage on stealth checks when in dim light and darkness. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Feathered Descent | Though no longer able to fly, your feathered body and lightweight bone structure enables you to slow your descent when falling. You can use your reaction to reduce any falling damage you take by 50. You don’t fall prone after falling unless you suffer more than 10 damage from the fall. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Talons | Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Eagle Eyed | The keen eyesight of the Aarakocra allows them to spot details from great distances. You have advantage on perception checks which rely on sight. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Call of the Skies | Once per long rest, you can emit a piercing call, audible up to a mile away, to communicate with other Aarakocra, signal distress, or call for help. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | No | |||||||
| Dive Attack | If an Aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Light as a Feather | Due to your lightweight body, your carrying capacity is less than that of other races of Medium size. Your carrying capacity is your Strength score multiplied by 10 (instead of the usual 15). You also have disadvantage on Athletics check to shove and resist being shoved. Additionally, you are unable to fly when you are carrying weight in excess of your carrying capacity and when you are wearing heavy armor. When you are wearing medium armor, your flying speed is reduced by half. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Head Rotation | You can rotate your head 180 degrees, granting you advantage on Wisdom (Perception) checks that rely on sight or hearing. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Silent Flight | You have advantage on Stealth checks while in flight and your flight is silent, allowing you to approach or retreat without making a sound. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Scholar | Owlin have proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Wind Rider | You are adept at using air currents to your advantage. You can use a bonus action to gain advantage on the next Acrobatics or Athletics check you make before the end of your turn. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | No | |||||||
| Draconic Ancestry | You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. ### Table 11 | Dragon | Damage Type | Breath Weapon | Dragon Type | Damage Vulnerability | | --- | --- | --- | --- | --- | | Black | Acid | 5 by 30 ft. line (Dex. save) | Chromatic | Lightning | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | Chromatic | Acid | | Brass | Fire | 5 by 30 ft. line (Dex. save) | Metallic | Cold | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | Metallic | Acid | | Copper | Acid | 5 by 30 ft. line (Dex. save) | Metallic | Lightning | | Gold | Fire | 15 ft. cone (Dex. save) | Metallic | Cold | | Green | Poison | 15 ft. cone (Con. save) | Chromatic | Thunder | | Red | Fire | 15 ft. cone (Dex. save) | Chromatic | Cold | | Silver | Cold | 15 ft. cone (Con. save) | Metallic | Fire | | White | Cold | 15 ft. cone (Con. save) | Chromatic | Fire | | Amethyst | Force | 15 ft. cone (Dex. save) | Gem | Psychic | | Crystal | Radiant | 15 ft. cone (Dex. save) | Gem | Necrotic | | Emerald | Psychic | 15 ft. cone (Dex. save) | Gem | Foce | | Sapphire | Thunder | 15 ft. cone (Dex. save) | Gem | Poison | | Topaz | Necrotic | 15 ft. cone (Dex. save) | Gem | Radiant | | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Breath Weapon | You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at Aethyrflame Intensity level 6, 4d6 at Aethyrflame Intensity level 11, and 5d6 at Aethyrflame Intensity level 16. After you use your breath weapon, you can’t use it again until you complete a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Draconic Resistance | You have resistance to the damage type associated with your draconic ancestry. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Scaled Vulnerability | A dragari’s scales, while tough, are susceptible to a specific type of damage that is opposite to their Draconic Ancestry as shown on the Draconic Ancestry table. This vulnerability can be exploited by knowledgeable foes (a DC 10 Arcana check by individuals with Arcana proficiency or past experience with Dragari). | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Heavy Metabolism | You require more sustenance compared to other races due to your large size and high energy expenditure. Instead of the normal rules for required sustenance, you need two pounds of food per day and can make food last longer by subsisting on half rations. Eating only one pound of food in a day counts as half a day without food. You can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). When you go a day without food, you gain a level of exhaustion (up to a maximum of 3 levels of exhaustion due to lack of food). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Forceful Presence | You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Chromatic Warding | If your Draconic Ancestry is chromatic, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Gem Flight | If your Draconic Ancestry is gem, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | 1 Minute | No | |||||||
| Metallic Breath Weapon | If your Draconic Ancestry is metallic, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one: Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Crafty Trappers | Kobolds are known for their ability to create traps and defensive mechanisms around their lairs. You gain proficiency in the use of tools necessary for trap-making. Below are some example traps that Kobolds are known to be fond of. A more skilled trapper may be able to make even deadlier traps. ### 1. Pit Trap Creation: The Kobold spends 1 hour digging a 5-foot square pit that is 10 feet deep and covers it with leaves and branches. Trigger: A creature steps on the covered pit. Effect: The creature must succeed on a DC 12 Dexterity saving throw or fall into the pit, taking 1d6 bludgeoning damage and becoming prone. ### 2. Snare Trap Creation: The Kobold uses rope and branches to create a snare trap, spending 30 minutes on its construction. Trigger: A creature steps into the rope loop. Effect: The creature must succeed on a DC 12 Dexterity saving throw or become hoisted into the air, hanging upside down 5 feet above the ground and becoming restrained. A creature can use its action to make a DC 10 Strength check, freeing itself on a success. ### 3. Tripwire Trap Creation: The Kobold spends 15 minutes setting up a tripwire across a path and tying small bells to it. Trigger: A creature moves across the tripwire. Effect: The creature must succeed on a DC 10 Dexterity saving throw or fall prone. Additionally, the bells ring, alerting the Kobold and others nearby. ### 4. Alchemical Bomb Trap Creation: The Kobold spends 1 hour concocting a volatile mixture and placing it in a fragile container, setting it up as a trap. Trigger: A creature steps on or touches the container. Effect: The container explodes, and each creature within a 5-foot radius must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Varies | No | |||||||
| Poison Crafters | You have advantage on ability checks using a Poisoner’s Kit. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Alchemical Tinkering | You have advantage on ability checks using Alchemy Supplies. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Geomancer’s Affinity | You can cast the mold earth cantrip. Starting from 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Pacifying Spores | As an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + you Constitution modifier or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain use of this trait once you have completed a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Rapport Spores | You may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Distress Spores | When the myconid takes damage, all other creatures that have benefited from the myconids Rapport Spores in the last 24 hours within 240 feet of it can sense its pain. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Endoskeletal | Your endoskeleton provides a +1 to your Armor Class. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mycelial Network | Once per long rest, you can connect to the mycelial network underground to commune with nature. This acts similarly to the Commune with Nature spell but requires no spell slot or components. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | No | |||||||
| Plagueborn | You have advantage on saving throws against being poisoned and you have resistance to poison damage. You are immune to non-magical disease. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Born Coward | You have disadvantage on all saving throws to be frightened. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Clanborn | You were born from the broodmother of one of the Skettan clans. Choose from the options below to determine the additional racial features you receive from your clan. ## Clan Pestilent Fanatical Plague Monks ## Clan Skryche Mad-Scientist Warlock-Engineers ## Clan Mourden Mutated War-beasts ## Clan Shyv Sneaky spies and assassins ## Clan Mars Militant soldiers and specialists | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Clan Pestilent | Fanatical Plague Monks ### Plague Doctor You have advantage on Medicine checks. When you make a medicine check to treat a creature suffering from Skettan Fever, you can automatically cure them of the disease. ### Plague Carrier Any Creature that starts it’s turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of it’s next turn. The DC for this save is 8 + your Con modifier + your proficiency bonus. On a successful saving throw, the creature is immune to your Plague for 24 hours. When a creature becomes poisoned by this feature, it must succeed on a Constitution saving throw or contract Skettan Fever. The DC for this save is 8 + your Con modifier + your proficiency bonus. ### Skettan Fever Source Cultivated and weaponized by Clan Pestilent, one of the great clans of the Skettan. It is typically spread through contaminated water, tainted food, or airborne particles. Incubation Period 1d4 days after exposure Symptoms - Initial: Mild fatigue, light-headedness, disadvantage on Constitution saving throws. - Advanced: Severe fatigue, vomiting, and high fever. Disadvantage on all attack rolls and ability checks. - Final: Delirium, extreme weakness, and necrotic tissue damage, leading to the risk of death. Saving Throws Saving Throws are made each time an infected creature completes a short rest until they are cured or recover. A creature recovers from the disease when they succeed on 3 Saving Throws in succession. - Make a DC 15 Constitution saving throw after the incubation period. On a failure, the character moves to the initial stage of symptoms. - After another 24 hours, make another DC 15 Constitution saving throw. On a failure, the character moves to the advanced stage of symptoms. On a success, the symptoms remain at the current stage. - A third DC 15 Constitution saving throw is required after another 24 hours to prevent moving to the final stage of symptoms, which can lead to death. Treatment - A Lesser Restoration spell can remove the disease at the initial stage. - A Greater Restoration or Heal spell is required to remove the disease at the advanced stage. - The disease is too potent for most medicine to cure, but some rare alchemical ingredients may provide a cure. - Members of the Skettan Clan Pestilent possess secret knowledge to cure and inoculate individuals from the disease. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Clan Skryche | Mad-Scientist Warlock-Engineers ### Magical Engineer You have proficiency in Tinkering Tools. You can craft items with magical components using half the required amount of magical material. ### Magic Defiler You know the Poison Spray cantrip. When your Aethyrflame Intensity reaches level 5, you can also casting Stinking Cloud once per long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Clan Mourden | Mutated War-beasts ### Simple-Minded You have disadvantage on Intelligence ability checks and saving throws. ### Mutated Strength Your size is Medium instead of small. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your speed increases by 10. You have advantage on athletics checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Clan Shyv | Sneaky spies and assassins ### Sneaky You are proficient in Stealth. You have advantage on stealth checks when in dim light. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. ### Speak with Rats Through simple squeaks and gestures, you can communicate simple ideas with rats, wererats, and other Ratkin. You have advantage on Animal Handling checks when interacting with rats and they are naturally friendly toward you. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Clan Mars | Militant soldiers and specialists ### Military Training You are proficient in Armor (Medium) and Weapons (Martial) . You have proficiency operating siege equipment. ### Vicious Fangs Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit a creature that is smaller than you with this attack, you can grapple them. While grappling them in this way, you can only make attacks with your fangs against the creature you have grappled and you have disadvantage on all other attacks against targets other than the creature you have grappled. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Attack | No | |||||||
| Earth Shaper | You know the Mold earth cantrip. When your Aethyrflame Intensity reaches level 5, once per day, you may cast the Meld into Stone spell. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Psionic Sensitive | You have advantage on saving throws against spells and abilities that deal psychic damage or attempt to read your mind. You have advantage on saving throws against being charmed. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Vibratory Sense | As an action, you can emit a low-frequency vibration through the earth and stone around you. This reveals the shape, size, and material composition of creatures, objects, and the physical layout within 30 feet of you. This ability does not allow you to discern color, written words, or intricate details. You cannot use this ability again until you complete a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Hive Mind | As a bonus action, you can establish a telepathic link with up to 3 willing creatures within 60 feet for 1 minute. The link allows basic communication but not the sharing of senses or more complex thoughts. You must complete a short or long rest before using this feature again. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Exoskeleton | Your chitinous exterior grants you a natural armor class of 12 + your Dexterity modifier when you are not wearing armor. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Sensitive Antennae | You have advantage on Wisdom (Perception) checks that rely on smell. As an action, you can heighten your antennae’s sensitivity and detect the presence of all creatures and objects within 30 feet of you that have a scent. When you do so, you become aware of all of the distinct scents surrounding you for the next minute. You know the direction and distance to each distinct scent you detect. Once you use this feature this way you cannot do so again until you complete a short or long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Four-Legged Sturdiness | Your four-legged stance gives you exceptional stability. You have advantage on saving throws against being knocked prone. You have advantage on athletics checks made to climb. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Formian Craftship | Due to the high value your culture places on skill and craft, you gain proficiency in one artisan's tool of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Celestial Resistance | You have resistance to necrotic damage and radiant damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Restorative Touch | As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Light Bearer | You know the light cantrip. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Divine Path | At third level, you choose the divine path you walk. Select between Light, Shadow, and Void. You gain the feature associated with your chosen path. ### Light Radiant Spirit ### Shadow Radiant Consumption ### Void Necrotic Shroud | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Radiant Spirit | You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your Aethyrflame Intensity level. Once you use this trait, you can’t use it again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Radiant Consumption | You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your Aethyrflame Intensity level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your Aethyrflame Intensity level. Once you use this trait, you can’t use it again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Necrotic Shroud | You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Aethyrflame Ability modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your Aethyrflame Intensity level. Once you use this trait, you can’t use it again until you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Constructed Resilience | You were created to have remarkable fortitude, represented by the following benefits: - You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - You don’t need to eat, drink, or breathe. - You are immune to disease. - You don’t need to sleep, and magic can’t put you to sleep. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Sentry's Rest | When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Integrated Protection | Your body has built-in defensive layers, which can be enhanced with armor: - You gain a +1 bonus to Armor Class. - You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff your armor, you must spend 1 hour removing it. - You can rest without discomfort while wearing armor. - While you live, the armor incorporated into your body can’t be removed against your will. | Heritage (Racial) Feature | 0 | 1 | General | General | General | 1 Hour | No | |||||||
| Specialized Design | You gain one skill proficiency and one tool proficiency of your choice. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Shapeshifter | As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Changeling Instincts | You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Actor | You have advantage on performance checks and deception checks made to act or play a convincing role. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Ephemeral Memory | You can choose to forget events as easily as you change shape, which helps you avoid magical detection. You can reroll a failed Wisdom saving throw against spells that read thoughts or determine whether you are lying, but you must keep the new roll. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Adaptive Learning | Having lived among various races and in different environments, you quickly pick up new skills. When you finish a long rest, you can choose a skill or tool you observed someone else using since your last rest; you gain proficiency with it until you choose a new skill or tool. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Liquid Regeneration | Due to your unstable molecular structure, conventional sleep is insufficient for your rest and rejuvenation. Instead, you must spend at least 4 hours of your long rest in a liquid form, pooling into a gelatinous or aqueous state within a container or secluded space. If you're unable to complete this liquid rest, you suffer one level of exhaustion and you don't gain the benefits of a long rest, including the regaining of spell slots and hit points. While in this liquid state, you are vulnerable to all damage and are unable to see or hear your surroundings. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Long Rest | No | |||||||
| Fluid Form | Your body is exceptionally malleable, allowing you to slip through tight spaces with ease. You can move through a space as narrow as one inch without squeezing, provided you're not wearing armor or carrying items that wouldn't fit. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Elemental Instability | Your fluidic form is less stable when faced with extreme temperatures or conditions. You have vulnerability to cold and fire damage. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Amorphous Anatomy | Your vital organs and key biological functions are not fixed in specific locations within your body. You have advantage on saving throws against critical hits and effects that target specific body parts (such as the "aim for the eye" kind of attacks). You also have advantage on saving throws to resist being poisoned or contracting a disease. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Aqueous Adaptability | You are partially composed of a water-like substance, granting you the ability to breathe both air and water. In addition, you gain resistance to acid damage and poison damage, as your body naturally dilutes harmful substances. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Animal Enhancements | Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at Aethyrflame Intensity level 5. At Aethyrflame Intensity level 1, choose one of the following options: - Manta Glide - You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. - Nimble Climber - You have a climbing speed equal to your walking speed. - Underwater Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed. At Aethyrflame Intensity level 5, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at Aethyrflame Intensity level 1, or one of the following options: - Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. - Carapace - Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor. - Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when your Aethyrflame Intensity reaches level 11 (3d10) and level 17 (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Varies | Long Rest | No | ||||||
| Genetic Instability | Your varied genetic makeup makes you susceptible to certain forms of harm. You have disadvantage on saving throws against effects that would alter your form or genetics, such as polymorph spells or curses that transform the target. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Biological Template | Before you acquired your mutated gifts, you were a naturally-born member of a mortal Geminaean race (Or Aradaean if you are a shifter). Your original race establishes the biological template that your mutations are built upon. Pick another playable mortal race. You gain two features of your choice belonging to that race. You also learn to speak the language of that race and you use that race’s general physical characteristics (such as hair, skin, size, etc) to determine your non-mutated physical traits. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Arcane Affinity | You have advantage on Arcana checks related to identifying or understanding magical phenomena. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mana Conduit | As a reaction when a spell is cast within 30 feet of you, you can try to siphon some of its energy. Make an Arcana check against a DC equal to 10 + the spell's level. On a success, you gain temporary hit points equal to the spell's level. You can use this feature once per short or long rest. You can sense magical auras within 60 feet of you, but this sensitivity makes you more susceptible to magical effects. You have disadvantage on saving throws against spells and magical effects. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Live Fast | For an Aetherborn, each and every moment of life is precious. Luckily, being a creature made of pure Aether byproduct, you lack the biological qualities of most other creatures and gain the following benefits. - You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - You are immune to disease. - You don’t need to eat, drink, or sleep. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Die Young | From the moment you enter into the world, you begin to fade away and die. Through your entire life a smokey dust exfoliates from your skin, a constant reminder of your body withering away. As you age older, your body dissipates at a faster rate until you finally disintegrate away in a cloud of smokey dust. After being about a year old, your body gives off so much smoke that it begins to have a negative effect on your ability to hide and be stealthy. You have disadvantage on Stealth ability checks that rely on sight. After being about one and a half to two years old, you start to feel the effects of your body withering away. At the end of each week, you must make a Constitution saving throw with a DC 12. On a failed save, your Constitution score is reduced by 1d2 permanently. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Gifted Aethyrborn | > "A few Aetherborn have discovered a way to sustain their own existences at the cost of an insatiable hunger for the life essence of other beings." You have unlocked a way to sustain your own existence and potentially live forever, something Aetherborn could only hope for in their wildest dreams, but it comes at the cost of another. As an action, you may touch a willing or unwilling creature to attempt to extract some of its essence to sustain yourself. If the target is unwilling, they must make a Constitution saving throw with a DC 12 and if they are unconscious, they make the saving throw with disadvantage. On a failed save, the target's Constitution score is reduced by 1d2 permanently and you are unaffected by your Die Young racial trait for the next week (the Constitution already lost from the Die Young racial trait does not return). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Therianthropy | To become a Shifter, you’ve survived the Shifter’s Plague, known as Therianthropy by scholars. Therianthropy is a magical disease contracted through direct contact with the bodily fluids of Vitaean Beastfolk, who are often benign carriers of the disease. The disease has also been observed to occasionally be spread by Shifters as well. The condition is often referred to as the "were-curse" and manifests in stages, leading the afflicted to gradually adopt animalistic traits and behaviors. If left unchecked or improperly managed, it can result in the loss of one's humanity, or even death. As a survivor, you are well acquainted with the stages of suffering you endured: ### Stage 1: Infection - Method of Contraction: Contact with the bodily fluids of a Vitaean Beastfolk or Shifter who is a carrier. - Incubation Period: 1d4 days. - Symptoms: Fever, chills, and unnatural cravings for raw meat. - Checks and Saves: Wisdom saving throw DC 15 to resist the urge to consume raw meat. ### Stage 2: Emergence - Onset: 1d6 days after the Incubation Period. - Symptoms: Uncontrollable shifts into a hybrid beast-humanoid form during periods of emotional stress or when under the light of the moon. - Checks and Saves: Wisdom saving throw DC 17 to prevent involuntary shifting (during which the DM controls your character according to your primal instincts). ### Stage 3: Struggle - Onset: 2d6 days after the Emergence. - Symptoms: The struggle between one's born and beast forms becomes a constant battle. Infected creatures must make regular Wisdom saving throws during moments of high stress, combat, or environmental triggers to retain their human form. - Checks and Saves: Wisdom saving throw DC 18 to retain human consciousness. ### Stage 4: Mastery or Madness - Onset: 3d6 days after the Struggle. - Symptoms: Two paths diverge at this point. - Mastery: Success in three consecutive Wisdom saving throws allows the character to gain control over their shifting ability. They may now choose to shift willingly into their hybrid or beast form, gaining various abilities depending on their specific beast lineage. - Madness: Failure in three consecutive Wisdom saving throws will result in losing one's humanity. The character becomes an NPC under the DM's control, driven by animalistic instincts. ### Stage 5: Mortality or Immortality - Onset: 7 days after Mastery or Madness. - Symptoms: - Mortality: Some do not survive the final transformation. Roll a Constitution saving throw DC 15. Failure results in death. - Immortality: Success in the Constitution saving throw results in the stabilization of the therianthropic condition. The character now lives as a therianthrope, with an extended lifespan and enhanced physical abilities but remains a carrier of the disease. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Infectious Bite | When you make an unarmed bite attack and hit, the creature is automatically exposed to the Therianthropy disease. The affected creature must make a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or contract the first stage of the disease. Due to your condition, you cannot control this infectious aspect of your bite. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Cursed Blood | Due to your condition, divine and natural healing magic is less effective on you. Whenever you are targeted by a healing spell, you regain hit points equal to the minimum possible outcome of the spell's dice roll (for example, if a spell would normally heal for 2d8, it instead heals you for 2). When you begin your turn while missing some of your hit points, you can choose to expend a hit die and roll it to regain hit points equal to your roll plus your constitution. Additionally, you regain all of your missing hit dice when your complete a long rest (instead of only half of your total). Additionally, you are immune to non-magical disease and your body no longer ages (you will not die from natural causes). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Shifting | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you fall unconscious, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your Aethyrflame Intensity level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. When your Aethyrflame Intensity reaches level 5 your transformation lasts 10 minutes. At Aethyrflame Intensity level 7 it lasts 1 hour. At Aethyrflame Intensity level 10 you can remain shifted indefinitely (you still need to rest to be able to shift again). | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Shifter Type | The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, wildhunt, and scalefin. Choose a subrace for your shifter. ### Beasthide Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness. Natural Athlete You have advantage on Athletics checks. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Shifting Feature Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class and advantage on Strength Checks. ### Longtooth Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. Fierce You have advantage on Intimidation checks and on Saving Throws against effects which would cause you to become frightened. Shifting Feature While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can leap and jump twice as far while shifted and you have advantage on melee attacks made against creatures when you move 20 feet in a straight line toward them before making the attack. ### Swiftstride Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. Graceful You have advantage on Acrobatics checks. Fleeting Evasion When you make a saving throw to take only half damage from a spell or ability with an area-of-effect and you are within 5 feet of a space unaffected by the spell or ability, you may use your reaction to dart from danger. You move 5 feet in any direction away from the effect and take no damage from the effect if you succeed on the saving throw. On a failure, you take only half damage. Shifting Feature While shifted, your walking speed increases by 10 feet and you have a climbing speed equal to your walking speed. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Alternatively, when a creature provokes an attack of opportunity from you by beginning to leave your reach, you can use your reaction to move up to your speed to follow the creature and prevent them from leaving your reach. ### Skyhunter Skyhunt shifters tied to avian creatures and known to be sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Skyhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. Keen Tracker You have advantage on Survival checks and Perception checks that rely on sight. Shifting Feature While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated. Additionally, you have a have a flying speed equal to your walking speed and gain the Light as a Feather feature while shifted. ### Scalefin Scalefin shifters have a bond with aquatic creatures ranging from predatory sharks to wise octopuses or elegant seahorses. Aquatic Adaptation You can breathe underwater and have a swim speed of 30 feet. Slick Skin Your skin is more slippery than other shifters. When grappled, you can use your bonus action to attempt to escape with advantage. Shifting Feature When you shift, your legs and arms streamline, and webbing grows between your fingers and toes, enhancing your swimming ability. While shifted, your swim speed increases by 10 feet, and you gain advantage on Strength (Athletics) checks related to swimming. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Beasthide Shifter | Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness. Natural Athlete You have advantage on Athletics checks. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Shifting Feature Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class and advantage on Strength Checks. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Longtooth Shifter | Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. Fierce You have advantage Intimidation checks and on Saving Throws against effects which would cause you to become frightened. Shifting Feature While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can leap and jump twice as far while shifted and you have advantage on melee attacks made against creatures when you move 20 feet in a straight line toward them before making the attack. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Swiftstride Shifter | Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. Graceful You have advantage on Acrobatics checks. Fleeting Evasion When you make a saving throw to take only half damage from a spell or ability with an area-of-effect and you are within 5 feet of a space unaffected by the spell or ability, you may use your reaction to dart from danger. You move 5 feet in any direction away from the effect and take no damage from the effect if you succeed on the saving throw. On a failure, you take only half damage. Shifting Feature While shifted, your walking speed increases by 10 feet and you have a climbing speed equal to your walking speed. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Alternatively, when a creature provokes an attack of opportunity from you by beginning to leave your reach, you can use your reaction to move up to your speed to follow the creature and prevent them from leaving your reach. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Varies | Long Rest | No | ||||||
| Skyhunt Shifter | Skyhunt shifters tied to avian creatures and known to be sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Skyhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities. Keen Tracker You have advantage on Survival checks and on Perception checks that rely on sight. Shifting Feature While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated. Additionally, you have a have a flying speed equal to your walking speed and gain the Light as a Feather feature while shifted. | Heritage (Racial) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Scalefin Shifter | Scalefine shifters have a bond with aquatic creatures ranging from predatory sharks to wise octopuses or elegant seahorses. Aquatic Adaptation You can breathe underwater and have a swim speed of 30 feet. Slick Skin Your skin is more slippery than other shifters. When grappled, you can use your bonus action to attempt to escape with advantage. Shifting Feature When you shift, your legs and arms streamline, and webbing grows between your fingers and toes, enhancing your swimming ability. While shifted, your swim speed increases by 10 feet, and you gain advantage on Strength (Athletics) checks related to swimming. | Heritage (Racial) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Pathfinder | You can lead your party through difficult terrain at normal speed for up to 8 hours. Once per day, you can use your knowledge of terrain to grant your party advantage on Survival checks for the purpose of navigation for one hour. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Natural Guardian | You can use an action to pacify natural wild animals within 30 feet of you, causing them to become indifferent towards you and your party for one hour. This does not work on magical beasts or creatures with an Intelligence score of 4 or higher. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Land's Memory | You can perfectly recall any terrain you've crossed, granting you advantage on Intelligence (History) or Intelligence (Nature) checks related to geography. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Keen Tracker | You can make Survival checks to track creatures at your full speed without disadvantage. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Sanctuary | You can spend one hour to find or construct a hidden sanctuary in natural terrain that provides a safe resting spot for up to six people. Enemies have disadvantage on Wisdom (Perception) checks to find this sanctuary. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Sea Legs | You can secure free passage on ships for yourself and up to five companions, in exchange for providing labor during the journey. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Trade Routes | You know the safest and fastest trade routes between major settlements, reducing travel time by 25%. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Insider Trading | - You can use a Persuasion check to gain goods at a 10% discount from other merchants. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Craftsmanship | Given an hour and appropriate materials, you can repair any wooden object or structure up to a 5-foot cube. You can also craft wooden items in half the normal time. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mend and Tailor | You can spend 10 minutes using your tailoring tools to repair fabric items as though you’ve cast the Mending spell without expending a spell slot, making them as good as new. You also have advantage on breaking free from cloth or rope bindings. | Vocation (Background) Feature | 0 | 1 | General | General | General | 10 Minutes | No | |||||||
| Resourceful Cook | You can create a nutritious meal for up to 6 people from sparse ingredients, granting them +1 to Constitution saving throws for 8 hours. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Gem Identification | You can use a short rest to appraise the quality and properties of up to three gemstones, determining their approximate value and magical properties, if any. | Vocation (Background) Feature | 0 | 1 | General | General | General | Short Rest | No | |||||||
| Metal Forging | Given access to a forge and an hour of work, you can repair any metal object up to a 5-foot cube or create simple metal items like nails, spikes, or horseshoes. You can also spend an hour to hone a metal weapon or reinforce metal armor. A honed weapon does 2 extra damage for the next 24 hours and reinforced metal armor provides 2 damage resistance for the next 24 hours (damage resistance reduces each instance of damage you take by your resistance amount). You can only benefit from damage resistance from this feature once. If you hone ammunition in this way, you can hone up to 20 pieces of ammunition over an hour. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Stone Grip | You have advantage on Strength (Athletics) checks when climbing on stone surfaces. You have advantage on checks made to resist dropping an object you are holding. Creatures you are grappling have disadvantage to break from your grip. | Vocation (Background) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Animal Bond | You can use an Animal Handling check with advantage to calm down domesticated animals. Domesticated animals are naturally less wary of you and will allow you to approach them and even obey simple commands from you while they are calm. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mystic Crafting | Once per day, you can imbue a simple object with a minor magical property for one hour (such as the effects created by the Prestidigitation spell). The object could glow, float, become more durable, etc. The effect ends after one hour or when you use this feature again. | Vocation (Background) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Invisible Hardship | When performing menial tasks or chores, you can make Stealth checks with advantage to go unnoticed by people who are not actively searching for you. Additionally, you can ignore effects of the first level of exhaustion you suffer (you are treated as though you have 1 less point of exhaustion). | Vocation (Background) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Streetwise | You can spend 1 hour gathering information on the streets to gain advantage on your next Insight, Investigation, or Perception check related to urban quests or activities. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Hour | No | |||||||
| Bountiful Harvest | You can spend 10 minutes foraging to find enough food and basic medicinal herbs for one person for one day. | Vocation (Background) Feature | 0 | 1 | General | General | General | 10 Minutes | No | |||||||
| Heavy Lifter | Your carrying capacity is doubled, and you have advantage on Strength checks to lift or carry items. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Insider Access | You have advantage on Persuasion checks and Investigation checks to gain information about the layout and staff of large households or estates, potentially gaining access without an appointment. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Divine Favor | You have access to religious texts and libraries and can request sanctuary in temples, where you can stay for up to three days free of charge. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Spirit Guide | Once per day, you can spend 10 minutes in meditation to consult a spirit guide, gaining advantage on one Wisdom or Intelligence check of your choice that you make within an hour following the meditation. | Vocation (Background) Feature | 0 | 1 | General | General | General | 10 Minutes | No | |||||||
| Medical Expertise | You can use a Medicine check to identify symptoms and treat diseases or poisons afflicting a creature, granting them advantage on saving throws against the effect for the next 8 hours. The GM may require the use of particular medicines or procedures depending on the details of the disease or poison you seek to cure. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Field Medicine | As an action, you can stabilize a dying creature within 5 feet of you without needing to make a Wisdom (Medicine) check nor use a charge of a healer’s kit. When you use a healer’s kit to stabilize a dying creature or bandage a wounded creature, you can expend one of the charges of the healer’s kit to cause the creature to regain 1 hit point on the start of their next for the next minute. The creature stops regaining hit points if it falls to 0 hit points again. | Vocation (Background) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Legal Insight | You can spend 1 hour researching to gain advantage on any check related to law or bureaucracy for the next 24 hours. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Hour | No | |||||||
| Authority | Once per day, you can use your authority to de-escalate a situation, requiring all involved to make a Wisdom saving throw against your Persuasion check or cease hostilities for 1 minute. Creatures automatically succeed on the saving throw if they cannot understand you. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Minute | No | |||||||
| Reconnaissance | You can use a Perception check to gather detailed information about enemy numbers, positions, and movements up to a range of 1 mile. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Vigilant Watcher | You cannot be surprised while you are conscious, and you can use a reaction to wake up to two sleeping companions when you are on watch. You have advantage on perception checks. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Keen Observation | You can spend 10 minutes at a crime scene to gain advantage on all future Investigation checks related to solving the crime. | Vocation (Background) Feature | 0 | 1 | General | General | General | 10 Minutes | No | |||||||
| Protective Stance | As a reaction, you can impose disadvantage on an attack roll against a creature within 5 feet of you that you can see. | Vocation (Background) Feature | 0 | 1 | General | General | General | Reaction | Long Rest | No | ||||||
| Tactical Discipline | As a bonus action, you can grant one ally within 30 feet of you a +2 bonus to their next attack roll or saving throw before the end of your next turn. | Vocation (Background) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No | ||||||
| Sacred Duty | You gain advantage on all saving throws against spells and magical effects from aberrations, celestials, fey, fiends, and undead. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Divine Visions | Once per week, you can meditate to receive a vision, gaining a clue or hint from the DM about a puzzle, enemy, or quest. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Temple Resources | You have access to temple resources, including libraries and ritual spaces. You can also find sanctuary in temples, where you can stay for up to three days free of charge. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Undercover | You can spend 1 hour to forge a document or disguise, granting advantage on Deception checks to maintain the disguise or authenticity for 24 hours. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Hour | No | |||||||
| Noble Privilege | You can request an audience with local rulers or nobility, gaining a private meeting within 1-3 days depending on availability. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Family Heirloom | You possess a valuable item that you can use as collateral for loans or services. The item is worth a maximum of 500 gold pieces and may be provide you some clout with other creatures who recognize your family or heirloom. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Negotiator | You have advantage on Persuasion checks during diplomatic negotiations. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Bureaucratic Navigation | You can expedite or hinder administrative processes with a successful Persuasion check (DC 15). | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Court Intrigue | You gain advantage on Wisdom (Insight) and Intelligence (History) checks related to politics and nobility. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Debate Skills | When engaging in debates or arguments, you can make an Intelligence (Persuasion) check against an opponent's Wisdom (Insight) to convince them of your viewpoint. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| False Identity | You can forge documents and create disguises, granting you advantage on Deception checks when using these forgeries or disguises. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Sea Prowess | Gain advantage on Athletics checks while climbing rigging and on Perception checks to spot ships. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Safe Cracker | You have advantage on Dexterity checks made to pick locks and disarm traps. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Silent Killer | You can make an attack with advantage against an unsuspecting or incapacitated enemy once per long rest. When you hit a creature who is surprised, you can use your bonus action to grapple the creature. While grappled in this way, the creature is unable to speak. | Vocation (Background) Feature | 0 | 1 | General | General | General | Free | Long Rest | No | ||||||
| Criminal Network | You have contacts in the criminal underworld who can provide information or minor illegal services. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Contraband | You know how to find a buyer for illicit goods or find illicit goods to buy. You have advantage on Insight, Deception, and Persuasion checks when engaging in activities to buy or sell illicit goods. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Dark Rites | Once per long rest, you can perform a dark ritual that grants you a minor boon from your unholy patron, such as a clue or a temporary skill boost. | Vocation (Background) Feature | 0 | 1 | General | General | General | Long Rest | No | |||||||
| Epic Boon of Ability I | You increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 22). | Epic Boon | 55 | 1 | General | General | General | None | No | |||||||
| Epic Boon of Ability II | You increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 24). | Epic Boon | 100 | 1 | General | General | General | None | No | |||||||
| Market Insight | You have advantage on Intelligence (Investigation) checks related to trade, economy, and market trends. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Social Dynamics | You have advantage on Wisdom (Insight) checks to understand group behaviors and social structures. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Treasure Hunter | You can use an Intelligence (History) check to identify the origin and value of artifacts, and you have advantage on checks to locate hidden or buried treasure. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Cultural Insight | You have advantage on Intelligence (History) and Wisdom (Insight) checks relating to unfamiliar, esoteric, or obscure cultures. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Nature's Secrets | You can use an Intelligence (Nature) check to identify flora and fauna and their properties. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Inventive Mind | Given time and materials, you can construct simple gadgets or improvise a solution to a technological problem. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Mystical Understanding | You have advantage on Arcana checks related understanding arcane theories and magical phenomena. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Earth Reader | You have advantage on Intelligence (Nature) checks related to geological formations. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Potion Master | You can identify and brew basic potions given the right ingredients. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Celestial Patterns | Once per long rest, while you can see the stars you can spend a minute to read celestial patterns. You make a Intelligence (Arcana) check and on a success, you gain vague insights into future events. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Minute | No | |||||||
| Quick Learner | Once per day, you can gain advantage on an Intelligence check related to something you've studied briefly. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Teaching Ability | With a 1 minute demonstration or lecture, you can instruct another character in a skill you are proficient in, granting them advantage on their next skill check related to that subject. | Vocation (Background) Feature | 0 | 1 | General | General | General | 1 Minute | No | |||||||
| Artistic Vision | With at least an hour of work and sufficient materials, you can use your artistic skills to create a work of art that can be sold for at least 5 gold pieces and possibly much more (depending on its scale and materials). | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Heart of the Music | You can use your performance to captivate an audience, making them friendly towards you for an hour. You have advantage on Persuasion and Deception checks against creatures captivated by your performance. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Impersonator | You can mimic voices and behaviors convincingly, granting you advantage on Deception and Performance checks when impersonating someone. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Allure | You have advantage on Persuasion checks when trying to seduce or charm someone. Creature have disadvantage on Insight checks to discern your true intentions while speaking with you. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | Long Rest | No | ||||||
| Center Stage | While you are performing, other creatures watching your performance are captivated. Their attention is captured by you and their situational awareness is lowered. Creatures captivated by you have disadvantage on Perception checks to perceive creatures who’ve made Stealth and Sleight of Hand Checks near them. | Vocation (Background) Feature | 0 | 1 | General | General | General | None | No | |||||||
| Combat Showmanship | You can use your action to make a Charisma (Performance) check against a creature's Wisdom (Insight) check to distract them, giving advantage to the next attack made against them. | Vocation (Background) Feature | 0 | 1 | General | General | General | Action | Long Rest | No | ||||||
| Peak Performance | Your speed increases by 10 feet, and you can Dash as a bonus action once per short rest. | Vocation (Background) Feature | 0 | 1 | General | General | General | Bonus Action | Long Rest | No |

