Base Class: Wizard
Aethermancers study the invisible force of aether that surrounds everything in the universe. Magic flows through this substance and thus can be altered and disfigured if the aether it passes through is manipulated. Strong Aethermancers are able to feel, stand on, or even see this elusive force. Aether moves and flows nothing like the wind, it moves in fractal-like patterns that are hard to predict. With Aethermancy, a skilled caster could harness the power of the cosmos and manipulate the space around you, making it a powerful and versatile form of magic. It is still a relatively new and unexplored form of magic, but its potential for incredible feats of magic is unprecedented.When dealing with the absence of Aether, Nihilurgists step in.
Aethermancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Aethermancy spell into your spellbook is halved.
Aether Sense
Beginning at 2nd level, when you choose this school you are able to tap into the aether that surrounds everything. This allows you to find any active sources of magic within 50 feet of you. You are also aware what school of magic it is as well as if it is capable of damage or is primally a utility cast. You also gain proficiency in the Arcana skill if you don't already.
Amplification
Starting at 6th level, you are able to use the aether surrounding yourself or your ally to aid in battle efforts. As a reaction you are able to help yourself or any companion that is within 30 feet of you.
- Add 2 more damage die to an attack on an enemy.
- Add 1 more hour of duration to any spell.
- Increase the spells range or ranged attacks range by 35 feet.
- Add 1 more creature that can be affected by a spell.
Once you use this feature twice, you can't use it again until you finish a short or long rest.
Grace of Quintessence
Beginning at 10th level, you can spend an action to fly or grant an ally flight at a speed of 30 feet for 1 minute. During this time, you or your ally can fly over obstacles and difficult terrain, and gain advantage on Dexterity (Acrobatics) checks made to avoid obstacles or navigate through tight spaces.
Alleviating Aether
Starting at 14th level, you can alter the aether surrounding an enemy to deafen the damage. Once there is an attack taken against you, you can remove 1 + your Intelligence modifier (minimum of one) die from the damage as a reaction. This can be done after the dice have been rolled. This ability can be used a once after finishing a long rest.
Spellcasting Substitute
Starting at 14th level, you have reached the pinnacle of your Aethermancy abilities. You gain the ability to cast spells without using verbal, somatic, or material components using the Aether instead.

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