| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 16 | +3 | +5 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 12 | +1 | +1 |
Bound to the Current
The Aetherwyrm uses your spell attack modifier for its attack rolls and your Ranger spell save DC whenever one of its abilities requires a saving throw.
Wild Attunement
Whenever you summon the Aetherwyrm, choose one of the following skills: Arcana, Deception, Insight, Nature, Perception, Performance, Sleight of Hand, Stealth, or Survival.
The Aetherwyrm gains proficiency in the chosen skill and has Advantage on ability checks using it until it is summoned again. Its appearance can subtly change to reflect its current attunement.
Aether-Forged Fang
Melee Attack Roll: Your spell attack modifier, reach 5 ft.
Hit: 1d8 + your Wisdom modifier Force damage.
Warding Surge
A creature the Aetherwyrm can see within 30 feet hits you or another creature with an attack.
The Aetherwyrm releases a surge of protective Aether against the attacker. The attacker takes 1d6 Force damage and must succeed on a Wisdom saving throw against your Ranger spell save DC or have Disadvantage on attack rolls against the creature it hit until the end of the current turn.
Previous Versions
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9/2/2026 11:31:44 PM
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Coming Soon
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