The Aether Manipulator is a sophisticated, ancient bracelet crafted by a lost civilization and enhanced by powerful arcane magic. This sleek, metallic bracelet is engraved with glowing blue runes and channels its wielder's mystical energy to perform various powerful and unique abilities.
Abilities
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Aether Harvesting:
As an action, or bonus action, you can harvest Aether from a magical object or creature within 60 feet of you. The Aether is collected into a small reservoir within the Aether Manipulator. You can store up to 100 Aether at a time. (max 2 per turn)- Standard Harvest: When you harvest Aether, you collect 4d10 Aether. A targeted creature must make a DC 18 Constitution saving throw. On a failure, the creature takes 1d4 necrotic damage.
- Controlled Harvest: You can choose to attempt a controlled harvest, where you aim to collect less Aether to avoid damaging the creature. In this case, you collect only 1d10 Aether, and the creature does not take necrotic damage. If the controlled harvest is successful, the Aether is collected without inflicting harm.
- Restrictions: Aether Harvesting cannot be used on creatures that are immune to being drained of magical energy.
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Aether Bombs:
As an action, you can expend 10 Aether to create a magical bomb that you can throw up to 60 feet. You can have up to two bombs deployed at a time. Each bomb can be detonated as a free action at any time, dealing 5d8 force damage to all creatures within a 10-foot radius. Creatures within the radius must make a DC 18 Dexterity saving throw, taking half damage on a success. As a free action the bombs can be dismissed returning the Aether to the user. -
Aether Constructs:
As an action, you can expend 15 arcane Aether to create a Aether construct within 60 feet of you. The construct can take the form of a pillar, wall, or other solid structure, up to 5 feet wide and 20 feet tall. The construct can support up to 10,000 pounds. You can create up to three constructs at a time, and they last until you dismiss them as a bonus action or they are destroyed. Each construct has AC 12 and 30 hit points. A construct only takes damage from attacks or effects that deal 5 or more damage; if an attack or effect deals less than 5 damage, the construct is not affected.- Lifting Feature: When creating a Aether construct, you can use it to safely lift and support creatures, objects, or yourself. The construct can lift or move up to 10,000 pounds of weight during its formation. This can be used to elevate or reposition the target without causing harm or damage. The construct’s form can be adjusted as needed to accommodate the size and shape of the item or creature being lifted.
- Aether Blueprinting:
As an action, you can scan a non-magical simple or martial weapon within 5 feet of you. The weapon is destroyed in the process, converting it into a blueprint stored within the Aether Manipulator. -
Aether Weapons:
As an action, you can use stored Aether to instantly construct simple or martial weapons that you have previously created a blueprint of. The Aether consumed in the process is equal to the gp cost of the equipment.
- Exclusive Use: Only you may use these Aether weapons. Any attempt by another creature to use an Aether weapon results in no damage and causes the weapon to break instantly.
- Durability: These weapons are fragile. Use a die of the same type as the weapon's damage die to determine its durability.
- Ranged Weapons: Do not require ammunition. If the weapon requires ammunition each use decrements the durability by 2 otherwise it decrements it by 1. All other rules for Ranged weapons apply.
- Flat Damage Weapons: If the weapon deals flat damage (like a blowgun), it has 10 uses.
- Melee Weapons: Each use decrements the durability by 1. When a melee weapon breaks on use, it deals three times the damage it normally would.
- Nets: Nets have only one use.
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Telekinetic Manipulation:
As an action, you can telekinetically manipulate objects within 60 feet of you, with a combined weight limit of up to 1,000 pounds. At the cost of 1 Aether, you can fuse objects together or detach them. This ability can be used to solve puzzles, assemble complex mechanisms, or as a makeshift weapon to deal 4d8 bludgeoning damage (DC 18 Dexterity saving throw for half damage). There is no cost to un-fuse objects. -
Temporal Freeze:
As an action, you can freeze time for a single creature or object within 60 feet of you for up to 1 minute. The target must make a DC 18 Wisdom saving throw. On a failure, the target is paralyzed and unaware of the passage of time. While frozen, the target does not take damage from attacks or effects; any damage they would take is delayed and only takes effect when the Temporal Freeze ends. The target can attempt another saving throw at the end of each of its turns. This ability does not work on creatures or objects that are immune to being paralyzed. -
Temporal Recall:
As an action, you can rewind the movement of a single object or creature within 60 feet, causing it to return to a position it occupied within the last 120 feet of movement. The target must make a DC 18 Wisdom saving throw to resist this effect if unwilling. This ability cannot rewind the target's movement more than once per day. -
Map and Fast Travel:
The Aether Manipulator can display a detailed map of the surrounding area, up to a 1-mile radius.
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Recall Points: You can set up to three recall points. To create a recall point, expend 10 Aether to mark your current location. Recall points only exist if they are on the same plane of existence as you.
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Teleportation: As an action, you can teleport to any of your recall points. You must have previously set the recall point on the same plane of existence.
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Aether Imager:
As an action, you can take a magical photograph of a scene, creature, or object within 60 feet. The image is stored in the Aether Manipulator and can be projected as an illusion for others to see. The illusion lasts for 10 minutes or until dismissed. The illusion is a still image that cannot move. -
Tracker:
The Aether Manipulator can detect specific creatures or objects within a 1-mile radius. The user must have previously scanned the target with the Arcane Imager. This ability lasts for 1 hour and can be used to track the target's movements.
Additional Feature
- Ancient Knowledge: The Aether Manipulator grants its attuned user proficiency in Arcana and History and allows the user to read and understand any written language.
- Weapon Proficiency: You gain proficiency in using Aether Weapons, but this does not impart proficiency with the standard version of those weapons.
Curse
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Mystical Dependency: Once attuned to the Aether Manipulator, the user becomes reliant on its powers. If the user goes more than 24 hours without using an ability of the Aether Manipulator, they suffer disadvantage on all attack rolls, ability checks, and saving throws until they use an ability again.
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Weapon Inhibition: While attuned to the Aether Manipulator, the user cannot wield or use any Non-Magical weapons that are not Aether weapons. Any attempt to use a Non-Magical weapon results in the weapon being rendered ineffective and unusable.
Notes: creature.
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