Sorcerer
Base Class: Sorcerer

Similar to sorcerers whose abilities come from the element of air, your innate magic is granted through the aetheric forces in Neria. Unlike a normal storm, however, aetheric storms are charged with magic, and rather than abilities that reflect the violent nature of storms, the Aetherborn embody the disruptive forces of the aether storms. It's possible that you were born in part of the world exposed to the storms, or you fell victim to some of the darker experiments known to occur when trying to gift newborns the ability to cast magic by infusing them with aetheric lightning itself. 

Aetherborn have become invaluable to adventuring parties, as they seem to be naturally resilient to the disruptive effects of the aetheric storms.

Aetheric Alarm

Your soul carries within it the very essence of the aetheric storms, granting you the innate ability to recognize familiar phenomena. You are always aware of a pending aetheric storm, and you are able to detect magic (as in detect magic) without casting the spell. This effect is always active, and cannot be disrupted. It can, however, be tricked in any way that the spell detect magic could be tricked, such as with arcanist's magic aura.

Aetheric Resilience

The aetheric energies within your soul makes it difficult for magic to harm you the same way it would others, as the aetheric storms tend to repel all magic that doesn't originate within itself. If damage from a spell would reduce you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). On a success, you instead drop to 1 hit point. This ability cannot be used if you are reduced to 0 hit points through mundane means, or by a critical hit.

After a successful saving throw, you can't use this feature again until you finish a long rest.

Repulsive Barrier

At level 6, the aetheric forces within your soul have become strong enough to do more than just save your life at the last possible moment. The energies now do what they can to keep you from getting to such a point, repelling as much damage from spells away from you as possible. As an action, you can call upon your patron's protection, gaining resistance to a damage type of your choice dealt by magic for 1 minute. You cannot request this favor from your patron again until you have completed a long rest.

Deflection

Beginning at level 14, you now have the ability to attempt mitigating damage from spells by redirecting them. Whenever you are the target of a spell, roll a d10 and consult the list below for the roll results:

  • 1 - 3: the spell is redirected toward your nearest ally
  • 4 - 6: the spell is not redirected at all
  • 7 - 10: the spell is redirected toward the nearest enemy

This reaction can be used a number of times equal to half your ranger level, rounded down, before needing to be restored. All uses are restored after a long rest.

Aetherbound

At level 18, your aetheric heritage has made you all but immune to certain types of magic. As an action, you can now call upon your patron to not only protect you from magic, but to nullify its effects completely. For 1 hour, you become immune to a damage type of your choice caused by magical sources. You cannot request this boon from your patron again before dawn of the next day.

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