Aetherborn Warrior (5e Class)

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Aetherborn Warrior[edit]

An Aetherborn Warrior is a creature that has been accepted by a mystical energy called Aether, an energy known for its life giving properties. Aetherborn warriors in particular, are created when a battle takes place nearby a concentration of Aether, feeling the immense loss of life, the Aether seeks out a corpse to reanimate with new life, with this life giving energy flowing in their veins, they get access to new powers and abilities that use this new energy.

Creating a Aetherborn Warrior[edit]

What you should think about before you make an Aetherborn.
Aether is a natural, and very rare source from the land. Its energy can only be found in the blood of Aetherborn and in concentrated pools or rivers of the energy. While you may be able to exist on the front lines of combat, you must decide if you are a purely melee focused fighter/caster, or do you prefer to engage at distance, supplemented with your spellcasting. You function best when you find the blend between keeping your distance and when to close it.

Quick Build

You can make a Aetheborn Warrior quickly by following these suggestions. First Wisdom should be your primary attribute as it's your spellcasting attribute, followed by strength or dexterity. Second, choose the Soldier, Outlaw or Sailor background.

Class Features

As a Aetherborn Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Aetherborn Warrior level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Aetherborn Warrior level after 1st

Proficiencies

Armor: light, medium, shields
Weapons: Simple and Martial weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Perception, and Survival

Equipment

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

  • (a) 1 Martial Melee weapon & shield or (b) 2 Martial Melee weapons
  • (a) Studded Leather & Longbow + 20 Arrows or (b) Scale Mail & Shield
  • Component Pouch & Spellcasting focus
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The Aetherborn Warrior

Level Proficiency
Bonus
Features Aether
Pool
1st +2 Aether Flow, Life giving light 1
2nd +2 Fighting Style 2
3rd +2 Innate Spellcasting, Aetherborn Focus 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Aether Surge, Fighting Style 6
7th +3 Aether Revitalize, Aetherborn Focus 7
8th +3 Ability Score Improvement 8
9th +4 Aether Transference 9
10th +4 Aether Restoration 10
11th +4 Fighting Style 11
12th +4 Ability Score Improvement 12
13th +5 Aetherborn Focus 13
14th +5 14
15th +5 Fighting Style 15
16th +5 Ability Score Improvement, Aether Mastery 16
17th +6 17
18th +6 Aetherborn Focus 18
19th +6 Ability Score Improvement 19
20th +6 Avatar of Aether 20

Life giving light[edit]

The blue light of the Aether flows through your body granting your revived form new and different abilities. You learn innate magical abilities as you progress as an Aetherborn Warrior as well as learn spells from a power-based school of magic. Spell save DC = 8 + proficiency bonus + Wisdom modifier. Spell attack modifier = proficiency bonus + Wisdom modifier. At first level, you learn two cantrips from the Cleric and Warlock spell list. These cantrips count as Aether spells for you and use your casting modifier (wisdom).

  • Aether Pool You have a number of Aether Points to fuel your abilities with, dependent on your level in the Aetherborn Warrior class, according to the Aetherborn Warrior Table.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, you get additional picks at levels 6, 11 and 15.

  • 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 (UA). 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.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Aether Flow[edit]

You learn how to manipulate the life giving flow of the Aether in your body.

Upon becoming an Aetherborn warrior you gain access to a special pool of Aether energy inside of you that you can use to boost or empower yourself or allies. This pool is represented by your Aether Points, which shows how many uses you have in the Aetherborn Table. You can use these features that use your Aether Pool, and you learn new ways to use your Aether Pool when you gain more levels into this class. You regain your Aether Pool on a long rest.

  • Boost At 1st level, you can channel your Aether in yourself or to another creature you can touch. Once per turn, as a bonus action, you can spend 1 Aether point to bestow temporary hit points to yourself or another creature, granting 1d6 temporary hit points.
  • Empower Starting at 4th level you can channel your Aether in yourself or to another creature you can touch. Once per turn, as a bonus action, you can use 1 Aether Points to empower yourself or another creature, granting a 1d6 that can be added to an attack roll, ability check, or savings throw, before the result of said roll is revealed.

At Higher Levels. This empowerment increases to a 1d8 at 11th level, and a 1d10 at 18th level. You may only use this feature once per short rest

Innate Spellcasting[edit]

Alongside gaining innate, unique powers as an Aetherborn Warrior, at 3rd level, you also start to dabble in learned magical arts. Of course, you have an affinity for Healing spells, becoming partial to those studied by the clerics. Thus your spells are taken from the cleric and warlock spell lists. You start off knowing 2 1st-level spells from those spell lists. You learn two more spells at 4th, 7th, 10th, 13th, 16th, 19th levels. Wisdom is your spellcasting ability. You cannot learn additional cantrips. These spells count as Aether spells for you and use your casting modifier (wisdom).
You use your Aether pool to cast your spells, different spell levels cost different amounts of Aether.
1st level: 3 Aether points, unlock at level 3
2nd level: 6 Aether points, unlock at level 7
3rd level: 9 Aether points, unlock at level 13
4th level: 12 Aether points, unlock at level 18

Aetherborn Focus[edit]

Upon reaching level 3 the Aether flowing through your body starts to focus you down a particular path, choose between Aetherborn Guardian a Warrior focusing on physical prowess, or Aetherborn Mystic a being choosing to instead enhance their Aetherborn spellcasting abilities. Both subclasses detailed at the end of this class description.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Aether Surge[edit]

Starting at 6th level, every strike gains an extra push from the brewing light within. You may now add your Constitution modifier to the attack roll of your weapon attacks.

Aether Revitalize[edit]

Starting at 7th level, you learn to harness the life giving properties of the Aether flowing through you to new heights. Using a bonus action and spending 3 Aether points you may heal yourself, or a creature you can touch. The target of this feature regains 1d6 + your CON modifier hit points.

Aether Transference[edit]

Starting at 9th level, you learn how to draw on another creatures life force. Spending 6 Aether points as an action you may make a touch spell attack against a creature you can touch. On a hit, the target must make a Constitution saving throw. On a failed save, it takes 3d4+Con modifier necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. You regain hit points equal to the necrotic damage dealt to the target from this feature.
You can only use this feature once per short rest.

Aether Restoration[edit]

Aetherborn Warriors with an abundance of Aether and now with decent control of it. Starting at level 10 you have learned to restore your Aether pool when it gets low. If you enter combat while you have no Aether Points, starting at 10th level, you can regain Aether Points equal to half your proficiency modifier.
You can only use this feature once per long rest.

Aether Mastery[edit]

You now have full control of the Aether flowing through you, starting at level 16, using a bonus action you may spend 5 Aether points to enhance a physical attribute (Str, Dex or Con) increasing the attribute score +2 for 1 hour, this temporary increase can cause the attribute to rise above the 20 point maximum, temporarily increasing the maximum until the time limit has expired.
You can only use this feature once per long rest.

Avatar of Aether[edit]

The flowing Aether in your body transforms your physical form. In exchange for 15 Aether points and your bonus action, for 1 minute, your form shifts into a larger blue tinged form, with swirling blue energy surrounding you, you cast dim blue light out 30 feet from you, your size increases by 1 size category, you do not expend Aether points to use any of your abilities and you gain 6d6 temporary hit points.
You may only use this feature once per long rest


Aetherborn Guardian[edit]

An Aetherborn Warrior who focuses on physical prowess and close quarters combat, using there abilities to enhance the front line.

Aether Weapon

Starting at level 3, the Aether flowing through your body bonds with your primary weapon. Choose a martial weapon you own and are proficient with, the weapon itself is absorbed by the Aether flowing through your body, becoming one with you. The weapon becomes magical for the purposes of damage resistance, also adding a +1 to attack and damage rolls. You no longer have a physical weapon, but can summon and dismiss it for free and cannot be disarmed of your weapon, if this weapon is a ranged weapon it no longer consumes physical ammo, and your Aether supplies magical ammunition.

Spellblade

Starting at level 7, you learn how to imbue your Aether weapon. Using a bonus action, and spending the relevant amount of Aether you imbue your Aether Weapon and then Living weapons.
3 Aether points = 2 round, +1 damage die.
6 Aether points = 2 round, +5 to attack roll & +1 damage die.
9 Aether points = 1 min, +5 to attack roll & +1 damage die.
12 Aether points = 1 min, +10 to attack roll & +2 damage die.

Living Weapons

Starting at level 13, you choose another weapon you own and are proficient with the Aether in your body bonding with that weapon as well, same rules as Aether weapon. All your living weapons are magical and now crit on a natural 19-20.
Also your extra attack class feature gains an extra attack, increasing your full attack action to 3 total attacks.

Dawnblade

Starting at level 18, you learn how to further imbue your Living Weapons with the Aether flowing through your body. Using a bonus action and spending 10 Aether points you focus a large blue tinged Radiant energy blade onto your weapon for 1 round this weapon deals an additional 4d10 Radiant damage on any successful attack.
This feature can only be used once per long rest

Aetherborn Mystic[edit]

An Aetherborn Warrior who focuses more on their innate spellcasting abilities, either mending and enhancing allies, or destroying their enemies.

Aether spell enhance

Starting at level 3 you can use the Aether flowing through your body to enhance your spells. Your spells cost 1 less Aether point to cast per spell level and when casting a spell you may spend Aether points to enhance the spell. See the table below for enhancement options. A spell may only be enhanced by one option.
1 Aether point spent: +2 to spell attack roll or +1d6 to the spell affect
2 Aether points spent: +2 to spell save DC or Double the range of the spell, if the spell is a touch spell this option is not available
3 Aether points spent: Reduce casting time of any spell with 1 min or less to an action, also if the spell has a duration, double it.
4 Aether points spent: Cast the spell one spell slot higher, without using a higher level spell slot to do so, even if you don't have access to the higher level spell slot.

Flight

Starting at level 7 the Aether flowing through you body becomes powerful enough to effortlessly lift you. You gain flight speed equal to your move speed. This feature ceases to work if your Aether pool is at 0, if this happens while you are in the air, you will fall. Once your Aether pool reaches less than half your maximum, your flight speed is cut in half. Does not affect your normal movement speed.

Aether Circle

Starting at level 13 you learn how to create a circle of swirling Aether energy on the ground. By spending 2 Aether Points and using a bonus action you create a 10 foot radius aura up to 30 feet away. When you or an allied creature starts its turn in the pool or pass through it, they gain temporary hit points equal to 1d8+Con Modifier. Also, as an action on your turn, you can send a pulse of healing energy through the pool, healing you and all allied creatures inside of it, regaining 2d6+Con Modifier Hit Points. This feature lasts for 1 minute. You may use this feature twice. You regain all uses on a long rest.

Greater Aether Circle

Starting at level 18 your Aether circle becomes empowered. When you or an allied creature starts its turn in the pool or pass through it, they gain +2d6 force damage on all successful attacks as well. Also when creatures you designate as non allied start their turn in the pool or pass through it they take 4d6 radiant damage per 5 foot square they pass through.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Aetherborn Warrior class, you must meet these prerequisites: You cannot Multi-class into the Aetherborn Warrior class

Proficiencies. When you multiclass into the Aetherborn Warrior class, you gain the following proficiencies: None

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