Base Class: Sorcerer
Drawing the raw power from the Aethyr to channel magic, is both a blessing and a curse. It can cause great and powerful effects and bring about astonishing works of magic. However, it can also draw the ire or attention of unwanted eyes from the Aethyr Sea and beyond. Channeling both the raw unpredictable nature of the Aethyr, and drawing on the draconic magicks of its Guardians, an Aethyric Conduit is a constantly shifting force on the battlefield, causing mayhem and (mostly) bombastic results in their crafts.
Wild Magic Surge
Whenever you cast a spell of level 1 or higher, roll a d20 after resolving the spell. If the result of the die is equal or lower than your Aethyric Buildup (Which starts at 1), you trigger a Wild Magic Surge.
Roll immediately on the Wild Magic Table an amount of times equal to the following table. Resolve the effects in the order which they are rolled.
Spell level 1-3 : Roll One Time
Spell level 4-6 : Roll Two Times
Spell level 7- 9 : Roll Three Times
Wild Magic Table (D100)
Number | Name | Description |
1 | Astral Beholder's Gaze | An astral eye appears, casting the Beholder's antimagic cone in a 30-foot cone. Magic within the area is suppressed for 1 minute. |
2 | Ethereal Spark | Gain temporary hit points equal to your spellcasting ability modifier. |
3 | Celestial Beacon | Your presence illuminates with astral light. Creatures within 10 feet have disadvantage on attack rolls for one round. |
4 | Planar Blink | Briefly phase out of reality. You can move up to 30 feet without provoking opportunity attacks. |
5 | A Host from Beyond | A powerful Star Spawn Seer (CR 5) is summoned in a random space 10 feet from the caster, attacking everything for D4 minutes before disappearing back into the Astral Plane. [Star Spawn Seer on D&D Beyond](https://www.dndbeyond.com/monsters/star-spawn-seer) |
6 | Celestial Resonance | Your spell echoes through the cosmos. The next spell you cast has its range doubled. |
7 | Starry Veil | A veil of stars shrouds you. Gain a bonus to AC equal to your spellcasting ability modifier for one minute. |
8 | Star Spawn Grue | A Star Spawn Grue (CR 1/2) is summoned to aid you in battle for D4 minutes. [Star Spawn Grue on D&D Beyond](https://www.dndbeyond.com/monsters/star-spawn-grue) |
9 | Dimensional Surge | Briefly blink into the Aethyr. Gain advantage on your next saving throw. |
10 | Cosmic Infusion | Your body radiates with astral power. Spells you cast in the next minute deal maximum damage. |
11 | Celestial Resonance | Your spell echoes through the cosmos. The next spell you cast has its range doubled. |
12 | Void Embrace | Briefly step into the void. You gain resistance to all damage for one round. |
13 | Celestial Veil | A protective barrier forms around you. Gain resistance to all damage for one round. |
14 | Ethereal Burst | Release a burst of astral energy. Creatures within 10 feet must make a Constitution saving throw or be stunned for one round. |
15 | Planar Echo | An echo of your spell occurs in a nearby location. The DM determines the effect. |
16 | Cosmic Harmony | You attune to the celestial rhythm. Gain advantage on your next attack roll. |
17 | Starlit Shield | A shimmering shield of astral energy surrounds you. Gain resistance to all damage for one minute. |
18 | Dimensional Flux | Reality shifts momentarily. You can take an additional reaction this round. |
19 | Aetherial Insight | The mysteries of the Aethyr unveil. Gain proficiency in a skill of your choice until your next long rest. |
20 | Astral Blessing | The Aethyr blesses you with good fortune. Gain advantage on your next saving throw. |
21 | Abyssal Whispers | Dark voices from the Aethyr whisper unsettling truths. Gain disadvantage on your next saving throw. |
22 | Void Shroud | Shadows from the Aethyr envelop you. Gain vulnerability to a damage type of the DM's choice for one round. |
23 | Celestial Distortion | Your form flickers in and out of existence. Attacks against you have advantage for one round. |
24 | Planar Disturbance | The Aethyr resists your spell. The next spell you cast has its range halved. |
25 | Ethereal Gaze | Your eyes glow with otherworldly energy. Gain darkvision for one minute. |
26 | Githyanki Warrior Patrol | A group of D4 Githyanki warriors (CR 1) materializes in a random location within 20 foot of the caster, attacking everything in reach for 1 minute before vanishing. [Githyanki Warrior on D&D Beyond](https://www.dndbeyond.com/monsters/githyanki-warrior) |
27 | Starborne Affliction | A curse from the stars befalls you. Roll a d4. Odd: reduce your speed by half for one minute. Even: gain vulnerability to a damage type for one round. |
28 | Mystic Disorientation | The Aethyr clouds your mind. Gain disadvantage on attack rolls for one round. |
29 | Dimensional Fracture | Reality tears briefly. Roll a d4. Odd: gain a level of exhaustion. Even: remove a level of exhaustion. |
30 | Cosmic Backlash | Astral energy retaliates. Take 1d10 force damage. |
31 | Astral Surge | A surge of energy from the Aethyr empowers your next spell. It deals additional damage equal to your spellcasting ability modifier. |
32 | Ethereal Grasp | Ghostly hands reach from the Aethyr. You can attempt to disarm a creature within 30 feet. |
33 | Mind Blast | An ethereal Mind Flayer briefly materializes and releases a mind blast in a 15-foot cone, in a random direction originating from the caster. Creatures in the area must succeed on an Intelligence saving throw or take 3d8 psychic damage and be stunned for 1 round. |
34 | Planar Flux | The Aethyr flux enhances your next spell's area of effect by 50%. |
35 | Astral Echoes | Faint echoes of distant events fill your mind. Gain advantage on your next Wisdom (Perception) check. |
36 | Reality Distortion | The Aethyr distorts reality around you. Creatures within 10 feet must succeed on a Wisdom saving throw or be frightened for one round. |
37 | Starfall Cascade | Shimmering stars rain down around you. Each creature within 10 feet must make a Dexterity saving throw or take 2d6 radiant damage. |
38 | Temporal Shift | Time briefly bends. You can take an additional action on your next turn. |
39 | Astral Empowerment | The Aethyr infuses your next spell. It has advantage on attack rolls and saving throws. |
40 | Aetherial Shift | Your body becomes semi-incorporeal. Attacks against you have disadvantage for the next minute. |
41 | Firnament Roar | The distant roar of an Astral Dreadnought briefly shakes reality. All creatures within 30 feet of the caster must succeed on a Wisdom saving throw or be frightened for 1 minute. While frightened, their movement is reduced to 0. |
42 | Void Resonance | Embrace the void within. Gain advantage on your next saving throw. |
43 | Astral Restoration | The Aethyr mends your wounds. You regain hit points equal to twice your spellcasting ability modifier. |
44 | Planar Renewal | The Aethyr cleanses you. Remove one condition or debuff affecting you. |
45 | Ethereal Resilience | Ghostly energy fortifies your defenses. Gain resistance to all damage for one minute. |
46 | Cosmic Presence | Your aura exudes celestial might. Enemies within 10 feet have disadvantage on saving throws against your spells for one round. |
47 | Dimensional Harmony | Briefly attune to the multiverse. You gain proficiency in all saving throws for one round. |
48 | Starborn Vision | Gain truesight for the next minute, allowing you to see through illusions and into the Ethereal Plane. |
49 | Mystic Evasion | The Aethyr grants you evasive instincts. Gain advantage on Dexterity saving throws for one round. |
50 | Astral Harmony | Become one with the celestial forces. The next spell you cast has its casting time halved. |
51 | Abyssal Presence | Dark energy surrounds you, instilling fear in others. Creatures within 10 feet must succeed on a Wisdom saving throw or be frightened for one round. |
52 | Voidwalker's Curse | The void's touch curses you. Roll a d6. Odd: reduce your spell save DC by 2 for one minute. Even: gain vulnerability to a damage type for one round. |
53 | Celestial Dissonance | The Aethyr rejects your magic. The next spell you cast has disadvantage on attack rolls and saving throws. |
54 | Planar Instability | Reality trembles. Roll a d6. Odd: gain a level of exhaustion. Even: remove a level of exhaustion. |
55 | Ethereal Siphon | The Aethyr feeds on your energy. Take 1d6 necrotic damage, and a creature of your choice within 30 feet regains hit points equal to the damage dealt. |
56 | Reality Break | A small rift in reality opens. The DM determines a minor environmental change or introduces a small creature from the Ethereal Plane. |
57 | Starfall Cascade | Shimmering stars rain down around you. Each creature within 10 feet must make a Dexterity saving throw or take 2d6 radiant damage. |
58 | Mystic Disorientation | The Aethyr clouds your mind. Gain disadvantage on attack rolls for one round. |
59 | Dimensional Fracture | Reality tears briefly. Roll a d4. Odd: gain a level of exhaustion. Even: remove a level of exhaustion. |
60 | Cosmic Backlash | Astral energy retaliates. Take 1d10 force damage. |
61 | Astral Surge | A surge of energy from the Aethyr empowers your next spell. It deals additional damage equal to your spellcasting ability modifier. |
62 | Ethereal Grasp | Ghostly hands reach from the Aethyr. You can attempt to disarm a creature within 30 feet. |
63 | Celestial Veil | A protective barrier forms around you. Gain resistance to all damage for one round. |
64 | Planar Flux | The Aethyr flux enhances your next spell's area of effect by 50%. |
65 | Astral Echoes | Faint echoes of distant events fill your mind. Gain advantage on your next Wisdom (Perception) check. |
66 | Reality Distortion | The Aethyr distorts reality around you. Creatures within 10 feet must succeed on a Wisdom saving throw or be frightened for one round. |
67 | Starfall | Shimmering stars rain down around you. Each creature within 10 feet must make a Dexterity saving throw or take 2d6 radiant damage. |
68 | Reality Warp | Time briefly bends. You can take an additional action on your next turn. |
69 | Astral Empowerment | The Aethyr infuses your next spell. It has advantage on attack rolls and saving throws. |
70 | Aetherial Shift | Your body becomes semi-incorporeal. Attacks against you have disadvantage for the next minute. |
71 | Celestial Surge | A surge of celestial energy empowers your next healing spell. It heals additional hit points equal to your spellcasting ability modifier. |
72 | Void Resonance | Embrace the void within. Gain advantage on your next saving throw. |
73 | Astral Restoration | The Aethyr mends your wounds. You regain hit points equal to twice your spellcasting ability modifier. |
74 | Planar Renewal | The Aethyr cleanses you. Remove one condition or debuff affecting you. |
75 | Ethereal Resilience | Ghostly energy fortifies your defenses. Gain resistance to all damage for one minute. |
76 | Cosmic Presence | Your aura exudes celestial might. Enemies within 10 feet have disadvantage on saving throws against your spells for one round. |
77 | Dimensional Harmony | Briefly attune to the multiverse. You gain proficiency in all saving throws for one round. |
78 | Eyes of Eternity | Gain truesight for the next minute, allowing you to see through illusions and into the Ethereal Plane. |
79 | Mystic Evasion | The Aethyr grants you evasive instincts. Gain advantage on Dexterity saving throws for one round. |
80 | Celestial Communion | Become one with the celestial forces. The next spell you cast has its casting time halved. |
81 | Abyssal Presence | Dark energy surrounds you, instilling fear in others. Creatures within 10 feet must succeed on a Wisdom saving throw or be frightened for one round. |
82 | Voidwalker's Curse | The void's touch curses you. Roll a d6. Odd: reduce your spell save DC by 2 for one minute. Even: gain vulnerability to a damage type for one round. |
83 | Celestial Dissonance | The Aethyr rejects your magic. The next spell you cast has disadvantage on attack rolls and saving throws. |
84 | Planar Instability | Reality trembles. Roll a d6. Odd: gain a level of exhaustion. Even: remove a level of exhaustion. |
85 | Ethereal Siphon | The Aethyr feeds on your energy. Take 1d6 necrotic damage, and a creature of your choice within 30 feet regains hit points equal to the damage dealt. |
86 | Reality Break | A small rift in reality opens. The DM determines a minor environmental change or introduces a small creature from the Ethereal Plane. |
87 | Starfall Cascade | Shimmering stars rain down around you. Each creature within 10 feet must make a Dexterity saving throw or take 2d6 radiant damage. |
88 | Mystic Disorientation | The Aethyr clouds your mind. Gain disadvantage on attack rolls for one round. |
89 | Dimensional Fracture | Reality tears briefly. Roll a d4. Odd: gain a level of exhaustion. Even: remove a level of exhaustion. |
90 | Cosmic Backlash | Astral energy retaliates. Take 1d10 force damage. |
91 | Astral Surge | A surge of energy from the Aethyr empowers your next spell. It deals additional damage equal to your spellcasting ability modifier. |
92 | Ethereal Grasp | Ghostly hands reach from the Aethyr. You can attempt to disarm a creature within 30 feet. |
93 | Celestial Veil | A protective barrier forms around you. Gain resistance to all damage for one round. |
94 | Planar Flux | The Aethyr flux enhances your next spell's area of effect by 50%. |
95 | Astral Echoes | Faint echoes of distant events fill your mind. Gain advantage on your next Wisdom (Perception) check. |
96 | Reality Distortion | The Aethyr distorts reality around you. Creatures within 10 feet must succeed on a Wisdom saving throw or be frightened for one round. |
97 | Starfall Cascade | Shimmering stars rain down around you. Each creature within 10 feet must make a Dexterity saving throw or take 2d6 radiant damage. |
98 | Temporal Shift | Time briefly bends. You can take an additional action on your next turn. |
99 | Astral Empowerment | The Aethyr infuses your next spell. It has advantage on attack rolls and saving throws. |
100 | Aetherial Shift | Your body becomes semi-incorporeal. Attacks against you have disadvantage for the next minute. |
After resolving all the effects, your Aethyric Buildup resets back to 1. When you do not trigger a Wild Magic surge, add the spell's level to your Aethyric Buildup counter instead.
if your counter reaches or exceeds 20, roll a d4. You immediately roll on the Wild Magic anamount of times equal to the dice rolled and resolve the effects in order. Your Aethyric Buildup then resets back to 1.
Wildbreath
You can use your action to exhale a cloud of raw Aethyric Power. Roll a D10 and consult the chart below to see what damage type it is. When you use your breath weapon, all creatures in the area must make a Dex saving throw The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
d8 | DAmage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Aethyric Attunement
Starting at 6th level, when you cast a spell that deals damage of any type that is not bludgeoning, piercing, or slashing, you can spend 1 sorcery point. If you do, add your Charisma modifier to one damage roll of that spell. You also gain resistance to that damage type for 1 hour. When you use this feature again before it expires, the new resistance type will replace the old one.
Aetheric Wings
At 14th level, you gain the ability to sprout a pair of semi translucent dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Beacon of Power
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, roll those dice again and add those rolls to the damage. Keep repeating this until you no longer rolled the highest number possible on any of the dice. You can use the feature only once per turn.
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