Base Class: Fighter
The Aetheric Knight utilizes effects that deal force damage, boost AC, and provide barriers and other defenses. This fighter subclass gains several abilities similar to spells without actually being a full or partial caster. It can improve existing weapons and armor or produce force constructs. The subclass is ideal for a setting with limited access to magical items and allows a class like fighter to keep up with spellcasters in such a setting. It adds an additional secondary ability score to focus on (Wisdom) as that is part of what the subclass scales parts of abilities off of (though you still gain decent benefits if you lack a particularly high score so you need not invest too heavily).
Level 3: Aetheric Enhancement
At 3rd level Gain the following:
- Proficiency with Wisdom saving throws.
- Weapons you wield count as magic for the purposes of overcoming damage reduction and deal an additional 1d4 Force damage. At 7th level you gain +1 to attack and damage and your Force damage increases to 2d4. Additionally you deal your Wisdom modifier as Force damage on a missed attack. At 10th level once per turn you may additionally add your proficiency bonus to the force damage dealt (including the missed attack damage). At 15th level your attack and damage bonus increases to +2 and your Force damage increases to 3d4.
- You may add your Wisdom modifier to the AC of armor you wear. At 7th level while wearing armor you gain resistance to Force damage.
At 10th level you gain Expertise in Athletics and may add your Wisdom modifier in addition to Strength or Dexterity on Athletics checks, always count as having a running start for jumps, and may jump a second time while mid-air.
Aetheric Constructs
At 3rd level you gain the ability to form spell-like constructs out of Force energy and can produce the following as a bonus action or reaction (as noted):
- Aether Weapon: As a bonus action, produce a weapon which may be melee or ranged that deals 1d4 base Force damage, this weapon may be of any kind but if it is ranged it has a range of 60ft and is a light weapon, if using weapon masteries it has appropriate weapon masteries based on the form it takes when it is conjured, thrown weapons return to hand. At 10th level the damage increases to 2d4 and range increases to 100ft. This weapon lasts 1 minute and you can form a number of weapons per short rest equal to your Wisdom Modifier (minimum 1) + 1. You may choose to instead concentrate on this weapon in which case it will last until you rest, it leaves your hand (this applies to weapons you throw as well, they will deal their damage then dissipate), or you stop concentrating on it but you must choose which duration to use before conjuring it. Ranged weapons that require ammunition may either use appropriate ammunition or force projectiles. You may use your Strength, Dexterity, or Wisdom for the attack and damage of your Aether weapon. At 10th level you may conjure two Aether Weapons at once costing only one use of this ability.
- Force Field: as a bonus action or reaction conjure a barrier around you which has Temp HP equal to your fighter level + your proficiency bonus + your Wisdom modifier when initially conjured and regains 1d4 + your Wisdom bonus Temp HP at the beginning of your turn. Force Field lasts 1 hour and may be conjured once per short rest at 3rd level and twice per short rest at 10th level, it does not stop functioning if reduced to 0 Temp HP. At 7th level you count as being under the effects of the Shield spell for the round you conjure your force field and the first round of any combat while it is still active. At 15th level while your Force Field has Temp HP
- Aetheric Storm: conure a field of aetheric bolts around you which is a 10ft radius aura that deals 1d4 Force damage to any opponent that enters or begins their turn within. At 10th level the damage of Aetheric Storm occurs whenever you attack as well and bypasses Force resistance. This effect lasts 1 minute and may be used once per long rest at 3rd level and an additional time at 7th, 11th, and 15th levels.
Level 7: Aetheric Deflection
At 7th level when you are hit by an attack (including a spell attack) you may use your reaction to deflect the attack, reducing damage by 1d4 plus your fighter level plus your wisdom modifier. If you take no damage to your HP from the triggering attack you may send a Force bolt at your attacker which deals damage as if you had hit with an attack from your Aether Weapon ability.
Level 10: Dispersion Field
At 10th level you are surrounded by an aura that disperses hostile energy. This is a 10ft aura that causes damage from enemy area effects to deal half damage to targets within the Dispersion Field and grants Advantage to allies (including the Aetheric Knight) on saving throws against such effects. At 15th level Dispersion Field's radius increases to 20ft and allies (including the Aetheric Knight) gain a bonus on saving throws equal to your Wisdom modifier (minimum 1).
Level 15: Aetheric Edge
At 15th level your reach with melee weapons increases by 10ft and your threatened range increases by 5ft. You may convert all of your weapon damage to Force damage and you deal critical damage to unattended objects when dealing Force damage with weapons. The range of your range weapons doubles and you do not have disadvantage if you are threatened while making ranged attacks. If you are wielding manufactured weapons you may use your Aether Weapons ability to further enhance them treating the normal damage of your Aether weapon as bonus damage (this effect can only be the 1 minute duration).
Level 18: Aetheric Bastion
At 18th level you become an Aetheric Bastion, which grants the following enhancements to your other Aetheric Knight abilities:
- Your Force Field ability is always active and can regenerate up to three times your fighter level as Temp HP. Your uses of Force Field may now be used to enhance your Dispersion Field ability, increasing its radius to 40ft, granting allies within (excluding you) Temp HP equal to your fighter level while within which can be applied to reduce any energy damage they would take, regaining this Temp HP at the beginning of the Aetheric Knight's turn and losing it if they exit the Dispersion Field.
- Your Aetheric Strom ability is always active and the radius increases to 20ft. Using your Aetheric Storm ability increases its effect to 2d4 + your Wisdom modifier Force damage and increases the radius to 40ft
- Your attack and damage bonus from Aetheric Enhancement increases to +3, you double your jump distance and do not take fall damage.
- Your Aetheric Deflection ability can now be used to deflect any damage effect including you in its effect. Once per short rest Aetheric Deflection's damage reduction applies to all effected by the triggering effect and if you take no damage to your HP from the effect you may redirect half of the damage deflected back at the source of the effect in addition to the Force Bolt damage.
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