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The Crystaficers

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The Call of Aether Crystals: Reflect on what led your
Crystaficers character to embrace the path of the Crystaficer. Did you
stumble upon an ancient crystal formation, triggering your
The crystalline glow of Aether gems illuminated the dimly innate abilities, or did you actively seek out knowledge and
lit chamber as the young Crystaficer carefully studied the
training in the manipulation of Aether crystals? What
intricate patterns etched into each crystal. With a furrowed
motivates your character's fascination with these luminous
brow, they sought to unlock the secrets hidden within,
gems and their connection to the Elemental Laws?
knowing that these ancient relics held the key to power
Contact with Elemental Forces: Determine how your
and discovery.
character made contact with the Elemental Laws. Did you
Amidst the bustling streets of the floating sky islands, a
seek out ancient rituals and scholars to guide you, or did
rogueish Crystaficer deftly manipulated a set of Aether-
you have a chance encounter with a mysterious entity that
infused cards, their charisma and charm drawing a crowd
introduced you to these powers? Was the connection
of eager onlookers. With each turn of the card, they
instant and harmonious, or did it come with challenges
revealed glimpses of forgotten legends and untold riches, and uncertainties?
all while concealing their true intentions behind a
Relationship with Elemental Laws: Explore the
charismatic smile.
nature of your character's relationship with the Elemental
In the heart of an Elemental Law temple, a wise
Laws. Is it friendly and symbiotic, or do you face internal
Crystaficer meditated before a swirling vortex of elemental
conflicts and dilemmas due to your connection with these
energies. With a profound connection to the Laws of potent forces? Are you a willing servant of the Elemental
Aetheria, they sought to harness the primal forces, using Laws, or do you occasionally challenge their authority to
their wisdom to bring balance to the world and quell the
maintain your own sense of agency?
surging tempests.
Role within the Crystaficer Community: Determine
These Crystaficers share a common thirst for knowledge
your character's role within the broader Crystaficer
and a unique ability to manipulate Aether crystals. Some community. Do you have allies or mentors among fellow
delve deep into ancient ruins and skyruins, seeking Crystaficers? Have you trained others in the ways of Aether
forgotten wisdom, while others harness the power of
crystals, or are you a lone wanderer who prefers to keep
Aether to outwit adversaries in high-stakes gambles.
your knowledge secret?
Regardless of their approach, their goal remains the same:
Communication with Elemental Forces: Explore
to uncover the mysteries of Aetheria's past and wield its
how your character communicates with the Elemental
power in the present.
Laws. Do you receive visions, dreams, or cryptic messages
from the Elemental Laws? Does your connection manifest
Life Crystal Revelations through the use of Aether crystals, allowing you to
While the image of a Crystaficer may conjure visions of decipher their guidance? Consider how these
communications shape your character's decisions and
crystal-laden laboratories, many of these individuals live
actions.
far from the confines of dusty tomes. They thrive in the
vibrant and ever-changing world of Aetheria, where Aether
crystals whisper ancient secrets and where adventure
beckons around every corner. Multiclassing and the Crystaficers
If your group uses the optional rule on
The Crystalline Quest multiclassing, here's what you need to know if
you choose Crystaficers as one of your
For a Crystaficer, the pursuit of knowledge is an classes.
unquenchable fire, burning brighter with each discovery.
Many of these enigmatic individuals are drawn to a life of Ability Score Minimum: To multiclass as a
adventure, recognizing that the crucible of danger is where Crystaficer, you must have a minimum score
their understanding of Aetheria truly crystallizes. of 13 in either Intelligence, Charisma, or
In the shifting skies of Aetheria, where every island holds
Wisdom, reflecting your innate connection to
untold treasures and every crystal pulses with potential,
Aether crystals and the Elemental Laws. This
requirement applies if you are taking your
the Crystaficers find their purpose. With Aether gems in
first level as a Crystaficer or if you are
hand and determination in their hearts, they embark on a
multiclassing from another class into
journey to illuminate the world's secrets and uncover the
Crystaficer.
true power of the Aether.
###Creating a Crystaficer As you craft your Crystaficer Proficiencies Gained: If Crystaficers isn't your
character, delve into the intriguing backstory and personal initial class, you gain the following
connection your character has with Aether crystals and the proficiencies: proficiency with simple
Elemental Laws. Consider the following aspects to shape weapons, and proficiency in one skill of your
your character's identity within the Crystaficer class: choice.

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Class Features
As a Crystaficer, you gain the following class features:

Hit Points
Hit Dice: 1d12 per Crystaficer level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per Crystaficer level after 1st

Proficiencies
Armor: Light armor,
Weapons: Simple weapons, martial weapons
Crystaficer Tools: Aether Crystal crafting tools and 2 other tool
proficiency
Proficiency Aether
Level Bonus Features Points Saving Throws: Intelligence, Charisma
Crystaficer Archetype, Skills: Choose two from Arcana, Investigation, History,
1st +2 4
Crystal Attunement Perception, Insight, or Survival.

2nd +2
Aether Sense, Crystal
4 Equipment
Armaments
You start with the following equipment, in addition to the
3rd +2 Field of Study 6 equipment granted by your background:
Ability Score
4th +2 6 (a) a simple weapon or (b) a martial weapon
Improvement
(a) a light crossbow and 20 bolts or (b) any martial
5th +3 Extra Attack 8 ranged weapon
Crystaficer Archetype (a) an explorer's pack or (b) a scholar's pack
6th +3 8
feature Aether Crystal crafting tools
Field of Study
7th +3
Breakthroughs
10 Crystaficer Archetype
Ability Score At 1st level, you choose a Crystaficer Archetype that
8th +3 10
Improvement represents your unique focus and specialization within the
9th +4 ─ 12 Crystaficer class. Your chosen archetype grants you
Crystaficer Archetype features at 1st level and additional features at higher
10th +4 12 levels, enhancing your abilities as a Crystaficer. Choose
feature
one of the following archetypes: Aether Gambler, Crystal
11th +4 ─ 14
Sage, or Skyruin Archaeologist.
Ability Score
12th +4 14
Improvement Crystal Attunement
13th +5 ─ 16
Crystal Infusion: At 1st level, you unlock the ability to
Crystaficer Archetype attune to Aether crystals, forming a unique connection
14th +5 16
feature
with one crystal that becomes your focus. This chosen
15th +5 ─ 18 crystal enhances your abilities and provides elemental
Ability Score benefits, determined by its affinity. Additionally, you gain
16th +5 18
Improvement access to laws corresponding to the element of your
attuned crystal, which you can cast using Aether Points.
17th +6 ─ 20
The number of laws you can cast is equal to your
18th +6 ─ 20 proficiency bonus, and they are randomly selected from
Ability Score the appropriate list of laws. When determining the saving
19th +6 22
Improvement throws, effects, or checks for these laws, use your
20th +6 ─ 22 Intelligence or Charisma modifier.

3
Changing Your Focus: During a short or long rest, you Your Field of Study grants you a unique set of abilities,
can change your attuned crystal, though this process including an Empowerment and an Interference. These
always depletes the Aether crystal. Each elemental affinity abilities are centered around your chosen area of
offers distinct advantages: expertise and allow you to manipulate Aether crystals in
distinct ways, often with the goal of enhancing your allies'
Air: For 1 hour, you gain a flying speed equal to half strengths or hindering your enemies' abilities. These
your walking speed. This ability - can't be used again effects typically target living creatures but do not affect
until you complete a short or long rest. objects or creatures with the unliving trait.
Earth: You have advantage on Constitution saving To use any of these effects, you must spend 11 Aether
throws.
Point. If the effect requires a save or an attack, you can use
Fire: You gain resistance to fire damage.
the following:
Light: You gain advantage on Intelligence checks and
saving throws. Aether save DC = 8 + your proficiency bonus + your
Shadow: Your law, spell, and weapon attacks deal an Intelligence modifier
extra 2d6 necrotic damage.
Water: You gain the ability to breathe underwater. Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Aether Sense Aether Conductor
At 2nd level, you develop an extraordinary ability to attune Empowerment: Crystal Resonance
your senses to the presence of Aether crystals within 60 You can attune your focus crystal to amplify the
feet of you. As you focus your awareness, you can identify harmonious vibrations of Aether energy. As an action,
the type and approximate location of these crystals with you empower a willing creature within 60 feet. For 1
uncanny precision. minute, the target gains a bonus to their next damage
Furthermore, when you wear no armor and wield no roll equal to your proficiency bonus.
shield, your connection to the Aether grants you an Interference: Disruptive Aura
exceptional form of protection. Your Armor Class (AC) You manipulate your Aether crystal to emit disruptive
becomes 10 + your Dexterity modifier + your Intelligence frequencies. As a reaction when a creature within 60
modifier. This heightened awareness allows you to swiftly feet of you makes an attack roll, you can impose
evade incoming attacks. disadvantage on that roll. You can use this ability a
However, should you wear armor or wield a shield number of times equal to your Intelligence modifier (a
embedded with an Aether crystal, your AC becomes 10 + minimum of once), and you regain expended uses after
your Dexterity modifier + your Intelligence modifier + half a long rest.
your current Aether points, rounded down. Be aware that
your Aether points are not limitless, and each time you Arcane Scholar
take damage from an attack, it reduces your current Empowerment: Mystical Insight
Aether points by 1. Your deep understanding of Aetheric lore allows you to
share insights with others. As a bonus action, for 1
Crystal Armaments minute, you grant a willing creature within 60 feet
advantage on their next Intelligence or Wisdom ability
At 2nd level, you unlock the power to infuse your weapons check.
and armor with Aether crystals. You can choose 3 Crystal Interference: Arcane Disturbance
Armaments from the list, each with unique effects. These You disrupt the flow of magical energies around a
armaments grant various benefits when equipped, creature. As a reaction when a creature within 60 feet
enhancing your combat prowess, resilience, and versatility. casts a spell or law, you can impose disadvantage on
You gain access to an additional 2 Crystal Armaments at their attack roll or force them to make a concentration
levels 5, 9, 12, 15, and 18. To equip or remove these or focus saving throw. You can use this ability a number
armaments, you must spend a long rest attuning them to of times equal to your Intelligence modifier (a minimum
your gear. These crystals gradually deplete with use and of once), and you regain expended uses after a long
require a successful Craft (Aether Crystal) check during a rest.
long rest to recharge.
Elemental Warden
Field of Study Empowerment: Elemental Affinity
You harness the elemental properties of your focus
At 3rd level, you must choose a Field of Study, crystal, infusing a weapon. As a bonus action, you
representing your specialized knowledge and focus within empower a melee weapon you're holding with
the realm of Aether crystal manipulation. This choice is a elemental energy. Your next successful attack with this
significant aspect of your identity as a Crystaficer and can't weapon deals an additional 1d12 + your Intelligence
be changed once made. modifier as damage of an elemental type (fire, water,
earth, air, light, or shadow).

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Interference: Elemental Ward Interference: Void Surge You disrupt the connection
You create a protective barrier of elemental energy. As to the void in a creature's vicinity. As a reaction when a
a reaction when you take damage from an attack, you creature within 90 feet activates a magical or
can reduce the damage by an amount equal to your supernatural ability, you can impose disadvantage on
proficiency bonus + your Intelligence score. You can use that activation or force them to make a Wisdom saving
this ability a number of times equal to your Intelligence throw. On a failed save, the creature takes 2d10
modifier (a minimum of once), and you regain necrotic damage, and their ability fails. On a successful
expended uses after a long rest. save, the creature takes half damage, and their ability
functions as normal. You can use this ability a number
Ethereal Manipulator of times equal to your Intelligence modifier (a minimum
Empowerment: Phasing Resonance of once), and you regain expended uses after a long
You attune your crystal to the ethereal plane, allowing a rest.
willing creature within 60 feet to phase through solid
matter briefly. As an action, you and the target can Ability Score Improvement
move through an obstacle or enemy's space without
provoking opportunity until the end of both of your When you reach 4th level, and again at 8th, 12th, 16th, and
next turns. 19th level, you can increase one ability score of your
Interference: Ethereal Distortion choice by 2, or you can increase two ability scores of your
You disrupt the ethereal connection of a creature. As a choice by 1. As normal, you can’t increase an ability score
reaction when a creature within 60 feet attempts to above 20 using this feature.
teleport or enter the ethereal plane, you can impose
disadvantage on their attempt or force them to make a Extra Attack
Charisma saving throw. If they fail, the teleportation
Beginning at 5th level, you can attack twice, instead of
fails. You can use this ability a number of times equal to
once, whenever you take the Attack action on your turn.
your Intelligence modifier (a minimum of once), and
you regain expended uses after a long rest.
Field of Study Breakthroughs
Prismatic Sage
At 7th level, you achieve a profound breakthrough in your
Empowerment: Prismatic Aura
chosen Field of Study, gaining access to its unique abilities.
You infuse your focus crystal with prismatic energy,
This breakthrough represents your deepening mastery of
granting a willing creature within 60 feet temporary hit
Aether crystals and your Field of Study's specialized
points equal to your Crystaficer level. These hit points
knowledge.
last for 1 minute and stack with others sources of
temporary hit points that do not stack with other
sources.
Aether Conductor
Empowerment: Resonant Cascade
Interference: Chromatic Disruption
You unleash a surge of Aether energy in a 30-foot cone.
You manipulate prismatic forces to create dazzling
All creatures in the area must make a Dexterity saving
interference. As a reaction when a creature within 60
throw against your Crystaficer spell save DC or take 4d6
feet targets you or an ally with an attack, you can
force damage and be pushed 10 feet away from you on
impose disadvantage on that attack roll. You can use
a failed save. On a successful save, they take half
this ability a number of times equal to your Intelligence
damage and aren't pushed. Once you use this ability,
modifier (a minimum of once), and you regain
you can't use it again until you complete a short or long
expended uses after a long rest.
rest.
Void Scholar Arcane Scholar
Empowerment: Void Tendril
Empowerment: Arcane Infusion
You attune your crystal to the void, granting a willing
You can channel the raw essence of Aether magic into
creature within 60 feet the ability to summon a
your spells. For 1 minute, your laws and spells ignore
shadowy tendril of void energy. As a bonus action, the
spell resistance, and you can add your Intelligence
target can use the tendril to make a melee spell attack
modifier to the damage of one spell you cast on each of
against a creature within 10 feet. On a hit, the target
your turns. Once you use this ability, you can't use it
takes 2d8 + your Intelligence modifier as necrotic
again until you complete a short or long rest.
damage, and they gain temporary hit points equal to
half the damage dealt. These temporary hit points last
for 1 minute. The ability to use the Tendril lasts for 1
minute. The you can use this ability a number of times
equal to your Intelligence modifier (a minimum of
once), and it regains expended uses after a long rest.

5
Elemental Warden
Empowerment: Elemental Nova
You release a surge of elemental energy in a 20-foot
radius. Choose an elemental type (fire, water, earth, air,
light, or shadow) and unleash its power. All creatures in
the area must make a Dexterity saving throw against
your Crystaficer spell save DC or take 4d6 damage of
the chosen type on a failed save and then take it again
at the start of their next turn. On a successful save, they
take half damage. Once you use this ability, you can't
use it again until you complete a short or long rest.

Ethereal Manipulator
Empowerment: Phase Flux
You temporarily shift yourself and nearby creatures
between the material and ethereal planes. For 1
minute, you and up to five willing creatures within 30
feet of you gain resistance to non-magical bludgeoning,
piercing, and slashing damage and have advantage on
Dexterity saving throws. Once you use this ability, you
can't use it again until you complete a short or long
rest.

Prismatic Sage
Empowerment: Prismatic Cascade
You release a burst of prismatic energy in a 30-foot
cone. All creatures in the area must make a Dexterity
saving throw against your Crystaficer spell save DC or
take 4d6 radiant damage and be blinded for 1 minute
on a failed save. On a successful save, they take half
damage and aren't blinded. Once you use this ability,
you can't use it again until you complete a short or long
rest.

Void Scholar
Empowerment: Void Eruption
You trigger a violent void eruption in a 20-foot radius.
All creatures in the area must make a Constitution
saving throw against your Crystaficer spell save DC or
take 4d6 force damage and be restrained for 1 minute
on a failed save. On a successful save, they take half
damage and aren't restrained. Once you use this ability,
you can't use it again until you complete a short or long
rest.

6
7
Shadow: The shadows deepen, obscuring your
Aether Gambler presence. You inflict an extra 1d6 necrotic damage with
your next successful attack, and the target must
In the world of mystical crystals and ancient energies,
succeed on a Wisdom saving throw or be frightened of
Crystaficers who follow the Aether Gambler sub-class walk
a path defined by their love for the thrill of uncertainty. you until the end of your next turn.
They believe that Aether crystals are like dice cast by the
Diminished/Unintended Consequences (Roll
cosmos itself, and they are the gamblers at the grand
cosmic casino. These daring individuals have mastered the Result 9 or Lower):
art of tapping into the volatile potential within each crystal, Fire: The flames sputter and burn dimly. Your next
willing to take risks in exchange for incredible rewards. attack deals half damage, and the target has advantage
Whether they wield the blazing flames of fire or harness on the saving throw to resist being set on fire.
the eldritch shadows, Aether Gamblers never shy away Water: The water feels tepid and provides no healing.
from a chance to roll the dice and defy fate. Their stories You gain no hit points, and using this crystal triggers a
are filled with harrowing battles, sudden victories, and minor chill, imposing disadvantage on your next attack
moments of unforeseen brilliance, all driven by their roll or ability check.
unwavering faith in the chaotic beauty of the Aether. As Earth: The earth's strength wanes, offering little
they weave their destinies through chance and choice, protection. You gain no temporary hit points, and your
Aether Gamblers remain ever watchful for the thrill of movement speed is reduced by half until the start of
their next gamble, for in the dance of Aether crystals, they your next turn as you feel sluggish.
find a life truly worth living. Air: The winds buffet you, but you cannot ascend. Your
flying speed does not manifest, and you lose your next
Aether Gamble turn as you struggle to maintain your balance.
At 1st level, as an Aether Gambler, you embrace the Light: The radiant energy eludes your grasp. You do not
uncertainty of Aether crystals and harness their gain advantage on your saving throw, and your next
unpredictable nature to your advantage. Whenever you attack deals half damage as the light diminishes.
use an Aether points, you can choose to make an Aether Shadow: The shadows recoil from your touch. Your next
Gamble. Roll a d20, and if the result is 10 or higher, the successful attack deals half damage, and you take
crystal's effects are enhanced or have additional benefits. disadvantage on your next saving throw as the
If the result is 9 or lower, the crystal's effects are shadows sap your strength.
diminished or have unintended consequences. You must
declare whether you're making an Aether Gamble before Lucky Aura
using the crystal.
Starting at 1st level, your connection with Aether crystals
Enhanced/Additional Benefits (Roll Result infuses you with an aura of luck and unpredictability. You
gain the following benefits:
10 or Higher):
Fire: The flames burst forth with greater intensity. Your Fortune's Favor:
next attack deals an extra 1d6 fire damage, and if it hits, When you make an attack roll, an ability check, or a saving
the target must make a Dexterity saving throw or be set throw, you can spend 1 Aether point to roll a d4 and add
on fire, taking 1d6 fire damage at the start of each of its the result to the roll. You can use this feature a number of
turns until it extinguishes the flames with a successful times equal to your Intelligence modifier (a minimum of
Dexterity check (DC 8 + your proficiency bonus + your once). You regain all expended uses of this feature after a
Intelligence modifier). long rest.
Water: The water's soothing properties invigorate you.
You regain hit points equal to your proficiency bonus, Evasive Reflexes:
and you can remove one condition affecting you, such When an enemy makes a melee or ranged attack against
as poison or being frightened. you, you can spend 1 Aether Point use your reaction to roll
Earth: The earth's stability fortifies your resolve. You a d4 and subtract the result from the attacker's attack roll.
gain temporary hit points equal to your Crystaficer This ability allows you to nimbly evade incoming attacks by
level, and you have advantage on saving throws against harnessing the chaotic nature of Aether crystals. You can
being pushed, restrained, or knocked prone. use this feature a number of times equal to your
Air: The winds carry you aloft. You gain a flying speed Intelligence modifier (a minimum of once). You regain all
equal to your walking speed for 1 minute, allowing you expended uses of this feature after a long rest.
to hover above the battlefield and ignore difficult
terrain. Gambler's Luck (Level 6 Feature)
Light: The radiant energy fills you with resilience. You Starting at 6th level, your gambler's intuition and affinity
gain advantage on your next saving throw against any for Aether crystals allow you to tap into the unpredictable
effect that would impose a condition on you, and you energies of chance. By spending 1 Aether point, you can
have resistance against radiant damage until the start invoke the Gambler's Luck ability and roll a d20 to
of your next turn. determine its effects. The result of your roll determines
the outcome of your gamble:

8
Roll Result 20: Jackpot! - Lady Luck shines brightly
upon you. You regain all spent Aether points, and your
Skyruin Archaeologist
next attack or ability check gains advantage. The Skyruin Archaeologist is a daring explorer and scholar
Roll Results 6-19: Positive Outcome - The cosmic dice who specializes in uncovering the secrets of ancient,
favor you. You regain 1d4 hit points, and your next floating civilizations. They combine their knowledge of
attack or ability check has a +2 bonus. history, artifacts, and daring acrobatics to navigate
Roll Result 5: Minor Setback - The fates jest at your perilous skyruins and recover lost relics. As a Skyruin
expense. You lose 1d4 Aether points, and your next Archaeologist, you gain the following features:
attack or ability check has a -2 penalty.
Roll Result 4: Backfired Chance - The Aether crystals Skyruin Lore
play tricks on you. You lose 1d6 Aether points, and your At 1st level, your extensive studies have granted you
next attack or ability check has a -4 penalty. profound insight into skyruins, their history, and their
Roll Result 3: Disastrous Mishap - Lady Luck turns her secrets. You gain proficiency and expertise in History and
back on you. You lose 1d8 Aether points, and your next Investigation skills. Additionally, you gain the ability to
attack or ability check has a -6 penalty. decipher ancient scripts and languages related to skyruins,
Roll Result 2: Catastrophic Failure - The cosmic dice even those considered long-lost.
bring calamity. You lose 1d10 Aether points, and your
next attack or ability check automatically fails. Ruin Explorer
Roll Result 1: Aether Backlash - The Aether crystals Your experiences as a Skyruin Archaeologist have honed
rebel against you. You lose 1d12 Aether points, and a your senses and reflexes, making you an expert at
random harmful effect occurs, determined by the DM. navigating dangerous terrain. You gain the following
benefits:
Evasion of Chance
At 10th level, your mastery over Aether crystals allows you Eagle Eyes: You have advantage on Wisdom
to mitigate the risks associated with Aether Gambles. (Perception) checks related to hidden traps, secret
When you make an Aether Gamble and the result is 9 or doors, or concealed objects within skyruins.
lower, you can reroll the d20 once and use the new result. Agile Acrobat: Your agility allows you to move through
You can use this feature once per short or long rest. difficult terrain and perform acrobatic feats with ease.
You can ignore difficult terrain when you take the Dash
Aether Mirage action, and you gain proficiency in the Acrobatics skill.
At 14th level, you've become a master of manipulating Quick Reactions: You gain a +2 bonus to your initiative
Aether crystals, and your connection with chance has rolls. If you already have a bonus from another source,
reached its zenith. You can now create powerful Aether you gain advantage on initiative rolls instead.
mirages that confound and beguile your foes. By spending
3 Aether points, you can activate Aether Mirage as an Relic Hunter
action. When you do, you project illusory duplicates of Your expertise in recovering ancient artifacts has reached
yourself that shimmer with Aether energy, making it nearly new heights. At 6th level, you gain the following abilities:
impossible for enemies to discern your true location.
Artifacts of the Sky: You can identify the properties and
functions of any magic item related to skyruins and
For 1 minute, you gain the following benefits:
their cultures, even if you haven't seen it before.
1. Evasion Illusion: When you're targeted by an attack or Additionally, your proficiency bonus is doubled for any
targeted by an area effect, you can use your reaction to Arcana checks related to such items.
roll a d20. On a roll of 10 or higher, one of your illusory Relic Recovery: When you successfully recover an
duplicates takes the hit instead, protecting you from artifact or relic from a skyruin, you can choose to
harm. You can use this feature a number of times equal absorb some of its power. Once per long rest, you can
to your Intelligence modifier (a minimum of once), and attune to one additional magic item, and you can have
you regain expended uses after a long rest. one additional magic item attuned at a time.
2. Evasive Dance: Your movement speed increases by 10
feet, and you can move through other creatures and
Aerial Archaeology
At 10th level, your mastery of skyruin exploration allows
objects as if they were difficult terrain. You take no
you to navigate the skies with ease. You gain the ability to
opportunity attacks when moving out of an enemy's
cast the Levitate spell without expending a spell slot or
reach.
material components. You can target yourself or an object
3. Confounding Mirage: When you make an attack or take
you touch with this spell, allowing you to ascend, descend,
the Dash, Disengage, or Hide action during this time,
or hover in mid-air, making it invaluable for exploring
you can move up to 10 feet in any direction without
skyruins suspended in the clouds.
provoking opportunity attacks.

Once you use Aether Mirage, you can't use it again until
you complete a long rest.

9
Ruin Whisperer
Your deep connection to skyruins grants you unparalleled
insights. At 14th level, you can commune with the spirits of
ancient civilizations that once inhabited these floating
structures. Once per long rest, you can cast the Contact
Other Plane spell to seek guidance or knowledge from the
spirits of skyruin builders. When you cast this spell, you
have advantage on the Intelligence saving throw to avoid
suffering psychic damage. Additionally, you can ask one
additional question beyond the spell's normal limit.
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