Rogue
Base Class: Rogue

Due to a corruption of your vision. You can see the very key lines that create magic. While mostly intangible. You have learned that at the key moments of a spell being cast you can harvest this ether. Binding it to your self until it can be made of use to you.

Ether Binding

You have begun to experiment  With pulling on the strings of the ether you see around you.

Starting at third level you can now Syphon the ether of spells cast within 5ft of you. You gain one ether point for each spell cast within your range. Area effect spells only count if the caster is within 5ft of you.

You can store an indefinite amount of Ether points, however they expire after a long rest. 


 

Imbued Ether

You can use your ether to Amplify. You may spend a point of ether as a bonus action to add dice additional to the players next weapon attack of spell cast. 

Spending additional ether points increases the amount of dice added to the next attack roll. 

if these ether points are not used by the end of your next turn they expire, and are not refunded to your pool.

At level 3 your dice used for this is a D6. This dice increases at higher levels, 5th (d8) ,11th (d10) ,17th (d12)

Shielded Ether

Your control over ether has increased. You’ve learned to Chanel the Aether in ways that allow you to defend and aid your allies.

At 9th level You may use your bonus action to imbue yourself and your allies with Ether. At a cost of 3 Ether points you may

Ether shield

Increase the Ac of yourself or an Ally by 5 until the end of your next turn

Reactive Ether

Your Ether allows yourself or an Ally to gain advantage in saving throws until the end of your next turn.

 

Ether Step

At 13th level As a reaction when a spell is cast within 60ft of you. You may use 5 Ether points to teleport yourself or a willing creature to the nearest available location to the caster of the spell.

mad you teleport through the ripples of Ether itself.

If the Ether wielder chooses too they may spend an additional 5 Ether points for each creature they wish to step through the Ether.

If the Creature is not willing they must succeed on a Dex Saving through against 8 + DEX + Prof of the user 

Ether Absolute

At level 17 you’ve memorised the powers of Aether. You have gained two new abilities.

Ether Mimic. 

Youve learned the ways that spells are cast, and can now use Ether to Mimic them.

You can Mimic spells up to 6th level, for a cost of 7 Ether Points, and additional 2 per level of the spell. You may mimic a spell cast in the last 6seconds of combat. This is especially costly to you, as you force Aether to obey you in a visible manner despite your lack of casting abilities.

Ether Shutdown

having studied the flow of Ether you have learned how to stem the flow for a brief period of time.

At the cost of 10Ether. Stifle the Ether within 10ft of you for 6 seconds. All Casters within a 10ft Radius of you must make a Dex Saving throw , DC 8+Dex+Prof, on a failed Save they cannot cast spells until the end of your next turn.

On a successful save their spells deal half damage for the next 6 seconds. This feature can only be used once a day, and requires a long rest to recover.

 

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