Base Class: Fighter
Aether Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that harnesses the natural energies of the elements. Also called Primal Knights or Root Weavers, Aether Knights may have learned runes as part of a family tradition, from an old master looking to pass on their knowledge so that it may not be lost, or even an ancient primordial being they encountered. Some few manage to forge and grow a connection to the elements after coming across an item or place overflowing with the primal energies of the Elemental Chaos, allowing them to use these energies they learn to harness over time. Regardless of how one learns these runes, Aether Knights are capable of applying magic runes to empower their equipment.
Bonus Proficiencies
3rd-level Aether Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Primordial.
Rune Weaver
3rd-level Aether Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
Fighter Level | Number of Runes |
---|---|
3rd | 2 |
7th | 3 |
10th | 4 |
15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Earth Rune
This runes carries the strength and steadfast nature of the ground and stone itself, allowing you to be sturdy as stone and as unmoving as a mountain. You are of sound body and mind with the foundation of the world with you. You have advantage on Strength (Athletics) checks and saves against being frightened.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Fire Rune
This rune embodies the creation and energy of the primal flames. One who carries this rune is inspired to create and craft while empowered with the embers of creation. While carrying this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you roll a crit on an attack, you may choose to invoke the rune to have the primal flames you carry to spark out of control briefly. Anyone within 10ft of you, or your target if they are further than 5ft from you, takes 2d6 fire damage and must roll a Constitution save. On a fail they are blinded until the start of your next turn from the flash of blinding sparks. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Lightning Rune
This rune embodies the nature of the higher element of lightning, and its brief but dangerous power. While carrying this rune you are suffused with the speed of lightning, giving you advantage on Dexterity (Acrobatics) checks and initiative rolls.
In addition, you may invoke this rune to cause the lightning stored within to flow through your body as a bonus action. For 1 minute your movement speed is doubled, and you have an extra attack action for the duration. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Umbra Rune
This rune evokes the higher element of ever present shadows, and void filled darkness. While carrying this rune the shadows of the world bend to your aid while also terrifying those who notice them, giving you advantage on Dexterity (Stealth) checks and Charisma (Intimidation) checks.
In addition, you can invoke this rune as a bonus action to awaken your shadow with the primal energy you control. Though incapable of exerting force in a harmful way on its own, your shadow is able to swallow and reflect damage you might take. Formless and bottomless, anything swallowed by your shadow is stored inside safely. For the next 1 minute, any attacks that might hit you, you may use a reaction to have your shadow swallow half of the damage rounded down. After swallowing an attack, you may use a bonus action to spit the attack back out to reflect the damage onto a target of your choice. Any one creature you can see within 30 ft of you may receive this reflected attack, they must roll a Dexterity saving throw to take no damage. The reflected damage is equal to the damage your shadow originally swallowed. Only the damage of the last attack you swallowed may be reflected.
Water Rune
This rune carries the mysterious yet welcoming surface of the vast oceans of the Elemental Chaos. While carrying this rune, the primordial water's deceptively peaceful and welcoming energy of the waves surrounds you, granting advantage on Charisma (Persuasion) checks and Charisma (Deception) checks.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a hazy delusion of floating in peaceful waters. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Wind Rune
This rune evokes a clear mind and calls on the unpredictable, chaotic nature of the winds. While carrying this rune you better understand nature, and the primal winds you carry help you to see things clearly. You have advantage on Wisdom (Perception) checks and Intelligence (Nature) checks
In addition, if you invoke this rune as a bonus action the chaotic energy of the primal winds will pick up around you. As a reaction for the next 1 minute, you can will these winds to give advantage or disadvantage to any attacks within 10 ft of you. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Aether Medium
3rd-level Aether Knight feature
You've begun to understand how to manipulate the element of Aether, the material that fills the gaps of all things, gives form to the unseen, and is the essence of magic itself. You have learned to suffuse yourself with concentrated Aether, warping the air around you. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- The concentrated energy of life within the Aether you possess bolsters your constitution. You gain 2d6 temporary hit points, which last for the duration or until they are gone.
- You focus the power and weight of the Aether you're controlling into your weapon, using the Aether in your target as a magnet and dealing extra damage. One of your attacks on each of your turns can be granted advantage, and deals an extra 1d8 of Force damage upon a hit.
- Your senses are heightened as you strengthen your connection with the Aether around you temporarily. You may use a bonus action to read the intent of a creature within 60ft., the target makes a Wisdom saving throw to resist this. If the target fails, they will have disadvantage against any attacks against you as you read the flow of their attacks before they make them.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Primal Shield
7th-level Aether Knight feature
When another creature you can see within 60 ft. of you is targeted by with an elemental type of damage (Cold, Fire, Lightning, Acid, Poison), you can use your reaction to grant that creature resistance to that damage type until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aether's Blessing
10th-level Aether Knight feature
Your control of Aether has grown with experience, and now you find yourself capable of moving the Aether around and within other creatures. When first activating your Aether Medium, you are able to use that spark of momentum to briefly bless a creature within 30 ft with the ability to control Aether as well. For the Aether Blessed creature, it will act under their own control and will last for as long as they maintain it or until it fades. As your own abilities grow stronger, you will be able to bless the creature with the enhanced effects of your Aether aura as well.
In addition, now with a better grasp on Aether and how it is best utilized, your Aether Medium feature is further enhanced. Your temporary hit points increase from 2d6 to 2d8, and your extra damage increases to 1d10 force damage.
Master of Runes
15th-level Aether Knight feature
You can invoke each rune you know from your Rune Weaver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
With an advanced mastery over Aether, you're now capable of using it in more powerful and creative ways. Your temporary hit points increase from 2d8 to 2d10, and your extra damage increases to 1d12 force damage.
Nature's Call
18th-level Aether Knight feature
Your mastery of the elements and Aether have grown to their peak, you now understand them to their very core. You know how to reach across the barriers and planes to summon forth an elemental to aid you and your allies, using the elements to call out to an elemental of your choice and summoning it. Once per day you may cast conjure elemental when you call out with your Aether, but as an action instead the original 1 minute casting time.
Due to your attunement with the very source of nature though, the Elemental answers your call willingly and you have no need to retain concentration. For the full duration it will remain friendly to you and your allies, willing to fight to the death for you. Should you choose to, you are still able to dismiss it before the spell's duration is up, allowing it to return to where it came from. Otherwise, unless it dies, it will remain for the duration as your faithful ally until the Aether you used to call for it fades and it returns home.
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