This class is a version 0 WIP that I’ve been working on to give better access to different mono-element abilities. The current iteration is massively overtuned but I wanted to lay out all of my ideas first, and then scale them back after.
Masters of elemental power channeled through martial precision, Aetherblades are conduits of raw, primordial energy. Born from the mystical bond with a departed draconic, elemental entity or primordial existence, they wield a unique blend of spellcasting and combat, reshaping the battlefield with their dynamic abilities.
An Aetherblade’s magic is deeply personal, stemming from a transformative bond with a primordial being. Whether the character formed a pact with a dying dragon, absorbed the remnants of an storm elemental, or became a vessel for the will of a lich that chose death, this event is what awakened their latent elemental potential.
For many Aetherblades, this bond is not one of servitude but inheritance, a passing of the torch from a great being to its chosen successor. It could have been a beloved companion’s sacrifice or an ancient creature’s desperate attempt to preserve its essence. Whatever the source, the character’s soul is forever changed, charged with the elemental essence of their benefactor.
When creating your Aetherblade, consider how the death or essence transfer of the primordial being shaped your character. Did you witness the event firsthand, or did the power manifest mysteriously within you? Was the bond one of friendship and trust, or is it something you struggle to understand? Perhaps your character was chosen against their will or by sheer accident, leaving them grappling with a power they never sought.
Think about how this legacy influences your personality. Do you emulate the traits of your elemental benefactor, or do you rebel against them? Are you searching for ways to honor their memory, or do you feel unworthy of the power you possess?
You can make an Aetherblade quickly by following these suggestions:
Level | Proficiency Bonus | Aetherpool | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 2 | Spellcasting, Aetherblade Origin, Aetherpool | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 4 | Equivalent Exchange | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 6 | Aetheric Conduits | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 8 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 10 | ─ | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 12 | Aetherblade Origin Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 14 | ─ | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 16 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 18 | ─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 20 | Aetheric Conduits | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 22 | ─ | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 24 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 26 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 28 | Aetherblade Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 30 | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 32 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 34 | Aetheric Conduits | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 36 | Aetherblade Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 38 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 40 | Aether Ascension | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As an aetherblade, you gain the following class features.
Hit Dice: 1d6 per aetherblade level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per aetherblade level after 1st
Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Acrobatics, Arcana, Insight, Intimidation, Persuasion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneer’s pack or (b) an explorer’s pack Two daggers
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the aetherblade spell list.
At 1st level, you know four cantrips of your choice from the aetherblade spell list. You learn additional aetherblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Aetherblade table.
The Aetherblade table shows how many spell slots you have to cast your aetherblade spells of 1st level and higher. To cast one of these aetherblade spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
You know two 1st-level spells of your choice from the aetherblade spell list.
The Spells Known column of the Aetherblade table shows when you learn more aetherblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the aetherblade spells you know and replace it with another spell from the aetherblade spell list, which also must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your aetherblade spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a aetherblade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Your aether within you acts as an arcane focus and your fuel for your aetherblade spells.
Choose an aetherblade origin, which describes the source of your innate magical power: Blazing Warrior, Ice Sentinel, Chaotic Tempest, Earthen Bulwark, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, and 18th level.
At 1st level, you are aware of the magical essence living within you. This power is represented by Aetherpool, which allow you to create a variety of elemental effects, dictated by your Aetherblade Origin. Your maximum Aetherpool corresponds to the value in The Aetherblade Table.
You regain all spent Aetherpool when you finish a long rest.
At 2nd level, you begin to understand how to combine the Weave with your Aetherpool as a bonus action. This understanding is by being able to exchange spell slots for Aetherpool, and vice versa. The rate of exchange is for each level of spell slot consumed, gain twice the amount of Aetherpool; or, restore one spell slot that is equal to twice the Aetherpool consumed.
At 3rd level, you gain the ability to manipulate your magical Aether to suit your needs. You gain two of the following Aetheric Conduits of your choice. You gain another one at 10th and 17th level.
Additionally, when you gain a level in this class, you can choose one of the Aetheric Conduits you know and replace it with another option that you could learn at that level.
If an Aetheric Conduit has prerequisites, you must meet them to learn it. You can learn the Aetheric Conduit at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Prerequisite: 3rd level Aetherblade When you are not wearing armour or using a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
You may consume Aetherpool in order to gain benefits according to your Aetherblade Origin:
Prerequisite: 3rd level Aetherblade Spending at least 1 Aetherpool, your blood becomes charged with the effects of your Aetherblade Origin. As a bonus action, you move instantaneously up to 30 feet without provoking an Attack of Opportunity.
When you arrive at the location, you displace a creature within your space by 5 feet, and may spend 1 additional Aetherpool for the energy within your blood to burst out of your body.
Prerequisite: 3rd level Aetherblade As a bonus action, spend 1 Aetherpool to charge your manifested weapon with the effects of your Aetherblade Origin. The next successful attack you make with your manifested weapon will add 1d10 damage of the elemental type that matches your Aetherblade Origin.
You may also supercharge your next weapon attack, spending additional Aetherpool for corresponding effects:
Prerequisite: 3rd level Aetherblade
You can attune your senses to the elemental energies around you. As an action, you can spend 1 Aetherpool to grant yourself the ability to see hidden or invisible creatures and objects within 30 feet for 10 minutes. Additionally, you can perceive elemental forces (such as heat, cold, electricity, or tremors) as glowing auras in your surroundings.
Prerequisite: 3rd level Aetherblade You develop a closer connection to your element, granting you environmental benefits:
Prerequisite: 6th level Aetherblade As an action, spend 3 Aetherpool to reach a heightened state of energy, being able to make 3 attacks with your manifested weapon, these attacks cannot benefit from other Aetheric Conduit effects.
If 3 successful attacks are made, the last hit will transform into a 15 foot area of effect around the target, all creatures apart from yourself within the area will need to make a Dexterity save or take the damage and effects of the attack.
You may spend additional Aetherpool points on each hit to apply an additional effect corresponding to your Aetherblade Origin:
Prerequisite: 6th level Aetherblade As a bonus action, by spending 3 Aetherpool, for the next minute you may shift the damage type you deal with your subclass to one different type in the following list: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder.
Prerequisite: 6th level Aetherblade You can call upon your element to create a temporary refuge. Taking 10 minutes to gather your Aether, you conjure an area suited to your Aetherblade Origin that lasts for 8 hours or until dismissed (no concentration required). The shelter is a 20-foot-radius sphere that provides the following benefits:
The sphere does not prevent entry but is resistant to damage. Its HP equals 10 + twice your level.
Prerequisite: 10th level Aetherblade As an action, spend 5 Aetherpool to concentrate your Aether in your legs, leaping into 60 feet vertically and crashing down on an area within 120 feet without taking fall damage. Upon landing, the stored Aether is released, causing effects corresponding to your Aetherblade Origin with an spherical radius of 30 feet:
Prerequisite: 17th level Aetherblade
By spending 15 Aetherpool as an action, you unleash the full might of your elemental essence, creating a massive, battlefield-altering phenomenon that also triggers the synergistic effects of your 14th-level subclass feature, regardless of environmental conditions lasting 1 minute or until dismissed.
Blazing Warrior A colossal vortex of swirling flames and wind erupts in a 60-foot radius centered on a point you choose within 120 feet.
Ice Sentinel An immense wave of temporal frost engulfs a 60-foot cube centered on a point you choose within 120 feet.
Chaotic Tempest A massive storm of lightning and torrential rain manifests in a 60-foot radius cylinder, 60 feet high, centered on a point you choose within 120 feet.
Earthen Bulwark An earth-shattering quake combined with corrosive acid erupts in a 60-foot radius centered on a point you choose within 120 feet.
“I am one with the elements, a master of all creation.”
You fully merge with the primordial forces within you, transcending mortal limitations. As a bonus action, you enter an ascended state for 1 minute. While in this state, you gain the following benefits:
You can use this ability once per long rest.
Your powers come from a draconic, elemental or primordial being that fused with your soul, inheriting its power and will. Your choice shapes the nature of your abilities and the ways you manipulate elemental magic. Each origin grants unique features at 1st level, as well as additional benefits at 6th, 14th, and 18th levels.
While your origin is tied to a single elemental essence, your mastery over Aetheric Conduits allows you to expand and adapt, borrowing from the other elements to overcome challenges and forge your own path. Whether you are a blazing warrior of destruction, a sentinel of ice and order, a tempest of chaotic energy, or an immovable bulwark, your origin reflects the elemental force that burns brightest within you.
“I am the fire that burns away the darkness.”
A Blazing Warrior Aetherblade is a relentless force of destruction, wielding flames with precision and fury. They embody the uncontrollable nature of fire, channeling their inner inferno to consume their enemies. These Aetherblades thrive on overwhelming offense, searing the battlefield with explosive power and leaving scorched ruins in their wake. Their connection to fire grants them devastating strikes and abilities that intensify the longer the battle rages.
1st-level Blazing Warrior feature
At 1st level, you can channel your fiery essence to create destructive tools.
Flamebrand: As a bonus action, you manifest a melee weapon of your choice wreathed in flame. The weapon deals 1d8 + your Charisma modifier fire damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon glows, shedding bright light in a 10-foot radius and dim light for another 10 feet.
6th-level Blazing Warrior feature
At 6th level, your control over your Aether allows you to manifest a construct mount. It acts after you in the initiative order. Below describes the construct:
Large Construct, Neutral
STR 16 (+3) | DEX 14 (+2) | CON 12 (+1) | INT 4 (-3) | WIS 10 (+0) | CHA 12 (+1) |
Saving Throws: Dex +5, Con +4 Damage Immunities: Fire
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands your commands but cannot speak
Traits:
Actions:
14th-level Blazing Warrior feature
Your control over Aether and the Weave has advanced into combining it with the power of Wind. Flamebrand and Cindermane reflect this advancement when surrounded by Wind.
18th-level Blazing Warrior feature
You have fully inherited the power gifted to you when you first became an Aetherblade. With the skills you’ve learnt and interaction with the weave, you can now transform into the Inferno Archon.
“I am the firestorm incarnate, blazing through my foes.”
As a bonus action, you ignite your body in a fiery aura, transforming into a living embodiment of flame for 1 minute. While transformed, you gain the following benefits:
You can use this feature once per long rest.
“Winter is eternal, and so am I.”
Ice Sentinels are masters of icy constructs and control, representing the unyielding and still nature of winter. These Aetherblades wield their cold magic to create barriers, entrap foes, and summon frozen allies to fight alongside them. Their combat style emphasizes methodical strikes and tactical control, ensuring that the battlefield remains in their icy grasp. By embracing the chill, they endure where others falter, turning patience and persistence into their greatest weapons.
1st-level Ice Sentinel feature
At 1st level, you can shape weapons of pure frost.
Frostfang: As a bonus action, you manifest a melee weapon of your choice crafted from solid ice. The weapon deals 1d8 + your Charisma modifier cold damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon shimmers with frost, creating light snowfall in a 5-foot radius.
6th-level Ice Sentinel feature
At 6th level, your control over your Aether allows you to manifest a construct. As an action, spend 5 Aetherpool to summon the Sandworm. It acts after you in the initiative order. Below describes the construct:
Medium Construct, Neutral
STR 16 (+3) | DEX 10 (+0) | CON 14 (+2) | INT 4 (-3) | WIS 12 (+1) | CHA 10 (+0) |
Saving Throws: Con +5, Wis +4
Damage Immunities: Cold Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Understands your commands but cannot speak
Traits:
Actions:
14th-level Ice Sentinel feature
Your control over Aether and the Weave has advanced into combining it with the essence of Time. Frostfang and Glacial Guardian reflect this advancement when in still or slow-moving environments.
18th-level Ice Sentinel feature
You have fully inherited the power gifted to you when you first became an Aetherblade. With the skills you’ve learnt and interaction with the weave, you can now transform into the Winter Archon.
“The chill of eternity flows through me, freezing all in my path.”
As a bonus action, you envelop yourself in a shimmering frost, transforming into a being of pure ice for 1 minute. While transformed:
You can use this feature once per long rest.
“Like lightning, I strike where least expected.”
Chaotic Tempests harness the speed and chaos of the storm, zipping across the battlefield with unmatched agility. They embody the swift, unpredictable nature of lightning, delivering devastating strikes and vanishing before retaliation. These Aetherblades thrive on mobility, using their powers to evade, confuse, and outmaneuver their foes. With every flash of electricity, they leave their enemies reeling, always one step ahead and impossible to pin down.
1st-level Chaotic Tempest feature
At 1st level, you can forge weapons of crackling lightning.
Storm’s Edge: As a bonus action, you manifest a melee weapon of your choice surrounded by arcs of lightning. The weapon deals 1d8 + your Charisma modifier lightning damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon emits a faint crackling sound and sheds dim light in a 5-foot radius.
6th-level Chaotic Tempest feature
At 6th level, your control over your Aether allows you to manifest a construct mount. As an action, spend 5 Aetherpool to summon the Lightning Kirin. It acts after you in the initiative order. Below describes the construct:
Large Construct, Neutral
STR 12 (+1) | DEX 18 (+4) | CON 10 (+0) | INT 4 (-3) | WIS 14 (+2) | CHA 12 (+1) |
Saving Throws: Dex +7, Wis +5
Damage Immunities: Lightning, Thunder Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands your commands but cannot speak
Traits:
Actions:
14th-level Chaotic Tempest feature
Your control over Aether and the Weave has advanced into combining it with the power of Water. Storm’s Edge and Lightning Kirin reflect this advancement when in rain or wet environments.
18th-level Chaotic Tempest feature
You have fully inherited the power gifted to you when you first became an Aetherblade. With the skills you’ve learnt and interaction with the weave, you can now transform into the Storm Archon.
“The storm rages within me, striking down all who stand in my way.”
As a bonus action, you surge with lightning and thunder, transforming into a living storm for 1 minute. While transformed:
“I am the mountain that cannot be moved.”
Earthen Bulwarks are stalwart defenders and masters of battlefield control, drawing their power from the immovable strength of the earth. They reshape the terrain to hinder foes, protect allies, and establish dominion over the battlefield. These Aetherblades are unyielding, their power as steady as the ground beneath their feet. With their mastery of stone and soil, they ensure their enemies face an uphill battle, turning every confrontation into a war of attrition that only they can win.
1st-level Earthen Bulwark feature
At 1st level, you can craft weapons from solid stone.
Terrablade: As a bonus action, you manifest a melee weapon of your choice forged from jagged stone. The weapon deals 1d8 + your Charisma modifier bludgeoning damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon is heavy and grounded, making a faint rumbling sound when swung.
6th-level Chaotic Tempest feature
At 6th level, your control over your Aether allows you to manifest a construct. As an action, spend 5 Aetherpool to summon the Terramaw. It acts after you in the initiative order. Below describes the construct:
Large Construct, Neutral
STR 18 (+4) | DEX 10 (+0) | CON 16 (+3) | INT 4 (-3) | WIS 12 (+1) | CHA 10 (+0) |
Saving Throws: Str +7, Con +6
Damage Immunities: non-magical Slashing, Bludgeoning and Piercing Condition Immunities: Charmed, Frightened
Senses: Tremorsense 30 ft., Passive Perception 11
Languages: Understands your commands but cannot speak
Traits:
Actions:
14th-level Earthen Bulwark feature
Your control over Aether and the Weave has advanced into combining it with the power of corrosive Acid. Terrablade and Terramaw reflect this advancement when in damp or acidic environments (such as swamps, bogs, or areas affected by acid spells).
18th-level Earthen Bulwark feature
You have fully inherited the power gifted to you when you first became an Aetherblade. With the skills you’ve learnt and interaction with the weave, you can now transform into the Titanic Archon.
“The strength of the earth flows through me, unyielding and unstoppable.”
As a bonus action, you channel the might of the earth, transforming into a massive, earthen form for 1 minute. While transformed:
You can use this feature once per long rest.