Imbued with the power to split the sky, Aether serves as one of the four pillars sealing the ancient god of Chaos.
Sentience. Aether is a sentient neutral good weapon with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder depending on its state and knows each language the wielder speaks, as well as auran.
Personality. An ancient air elemental named Aether lives within the similarly named weapon. The weapon has an unrestrained personality and tends more towards the chaotic side of neutral. It enjoys risks, action, and petty tricks and has a minor superiority complex. Similar to its siblings, Aether has a deep hatred for pure chaos.
Dormant
The weapon grants the following benefits in its dormant state:
- The weapon takes for the form of a silvery longsword, sized perfectly to the wielder.
- The weapon has the finesse property.
- You can speak, read, and write Auran.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- While holding this weapon, your movement speed increases by 5 ft.
- You will recognize the presence of other Elementals or instruments of chaos while within 60 ft of them.
Awakened
When the weapon reaches an awakened state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +2.
- The weapon can no longer be wielded with a weapon or shield in the off-hand or while wearing heavy armor.
- You can temporarily dissolve the weapon to interact with another item as a free action. The weapon cannot remain in this state for more than 1 minute.
- The weapon can take a variety of different forms. As a bonus action, you can change the weapon to one of the following weapons you are proficient with, gaining its unique traits:
- Sword and Shield - Forms a sword in one hand and a shield in the other. Grants a +2 to AC.
- Twin Daggers - Creates a set of daggers. Each has the properties of a normal dagger and can be returned to your hand as a free action. You gain +5 movement speed and negate falling damage equal to three times your level. You can disengage and dash as a bonus action.
- Rapier - As a reaction, you can add +2 to your AC against a melee attack that would hit. If this causes the attack to miss, you can make one attack against that enemy.
- Quarterstaff - Can function as a spellcasting focus. The weapon can change its reach from 5 ft. to 10 ft. as a free action.
- Shortbow, Hand Crossbow, or Light Crossbow - becomes the relevant weapon with standard properties. Requires ammunition.
- Gloves - You can cast shocking grasp using your spell slots up to 3 times per day as a bonus action.
Exalted
When the weapon reaches an exalted state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +3.
- You gain +5 movement speed.
- This weapon ignores resistance to lightning damage. If an enemy is immune, they take half damage instead.
- The weapon gains the following changes to each form:
- Sword and shield - The bonus to AC is increased to +3. When an enemy hits you, they take 1d6 lightning damage. Attacks with this weapon deal an additional 1d6 lightning damage.
- Twin Daggers - The daggers now deal an additional 1d8 lightning damage. Twice per day and as a bonus action, you can cast dimension door, targeting the space directly next to another creature. The movement speed bonus is increased to +10. Yow now negate falling damage equal to five times your level
- Rapier - The bonus to AC is increased to +6. If the incoming attack misses, you make the attack with advantage and may alter the form of Aether once as a free action this turn. Attacks deal an additional 1d8 lightning damage.
- Quarterstaff - Deals 1d6 lightning damage. You can use your reaction to add +3 AC to your AC or the AC of a person within 10 ft. against a ranged attack or ranged spell attack.
- Gloves - Shocking grasp now deals its damage to all enemies within 5 ft. and can be used 5 times per day. Once per day, when you hit an enemy with an attack, you can forgo the damage to cast Chain Lightning, targeting them first. The enemy automatically fails the saving throw (legendary resistance can still apply).
- The weapon gains the following forms:
- Bow - This form has range (80/600) and creates lightning arrows when the string is drawn. These arrows deal 1d10 lightning damage and mark the target, causing the next attack from any source to do an additional 1d6 lightning damage.
- Javelin - Functions as a Javelin of Lightning and returns automatically. This form can be used 3 times per day.
When wielded alongside the other Elementals against a creature of Chaotic alignment, the spell Seal of Creation can be cast. (Spell currently under construction).
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: by a person accepted by the weapon. Cannot be attuned to another Elemental, Teleportation, Combat, Versatile, Sap
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