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AETHERIAL EXPANSE KICKSTARTER

Playtest: Subclasses Pack #1


This playtest document is the first of two articles
created as part of Ghostfire Gaming’s Aetherial What’s Included
Expanse Kickstarter. This playtest pack includes the following subclasses:
The feedback received on this article will inform
the final character subclass designs that will appear • Shantyfolk (Bard) – Balladeers who ease their
in the Aetherial Expanse Setting Guide. crewmate’s burdens, sparking courage through
The designs presented within are PRELIMINARY the power of their song.
DRAFTS. Ghostfire’s design team will conduct a • Aether Domain (Cleric) – Divine servants driven
development review taking into account playtest to protect the Aetherial Expanse or claim its
feedback before proceeding with a formal editing power.
pass to create the final form of these rules. • Battle Commander (Fighter) – Warriors who
Ruleset excel in close combat by coordinating their nearby
allies in the heat of battle.
The material contained within this playtest includes • Expanse Wayfinder (Ranger) – Explorers of the
material taken from the System Reference Document Starlight Seas who learned to survive its harsh
5.1 (“SRD 5.1”) by Wizards of the Coast LLC and environment.
available at • Phantom Shrouded (Sorcerer) - Spellcasters
https://dnd.wizards.com/resources/systems- entwined with spectral swirling dreams lost
reference-document. beneath the Starlight Sea.
• The Reaper (Warlock) – Spellcasters who’ve
The SRD 5.1 is licensed under the Creative Commons sworn a pact to an apocalyptic entity carrying
Attribution 4.0 International License available at death with their every step
https://creativecommons.org/licenses/by/4.0/legal • Technomage (Wizard) – Spellcasters that use
code. aetherium to enhance objects with magical power.

Providing Feedback In addition, a selection of new spells is found at the


end of this document.
Use the following link to provide feedback for this
playtest packet:

https://forms.gle/DRw7JXxCiyNhWxDLA

The deadline for providing playtest feedback for this


playtest packet is:

11:59 pm AEDT, September 22nd, 2023.

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Bard Subclass Chant of Hope


College of Shantyfolk 6th-level College of Shantyfolk feature
Amplified by your chanting song when resources are
“As we left port with wind in our sails / The aether did low, you push your allies just a bit further.
swell and beasts chase our tail / Yet never a moment While you have no remaining uses of Bardic
did we have to fear / for Chantal the Chanter fills our Inspiration, whenever an ally rolls a Bardic
hearts and our ears!” Inspiration die that results in a roll lower than your
The crew of the Celestial Wake proficiency modifier, instead treat the result as
though it was equal to your proficiency modifier.
Additionally, if you complete a short rest while you
Nearly every port across the expanse is home to
have inspiration, any Song of Rest die rolled with a
crews carrying the burden of their lives with them.
result lower than your proficiency modifier is
Many are far from home and at the predation of
instead treated as being equal to your proficiency
horrible monsters ranging from those with giant
modifier.
teeth and claws to those who wear a kindly smile.
Yet the troubles of the Starlight Sea are a lot easier to Heartstrings
shoulder with the warm voice of a trained Shantyfolk 14th-level College of Shantyfolk feature
chanter within earshot.
Your soul has become entwined with those you care
The College of Shantyfolk is a group of bards who
about most. You gain the following benefits:
are empathetic to the needs of the many. Their songs
work into the hearts and minds of their allies and • The number of uses of Bardic Inspiration increases
reinforce the soul. Their chants help others reach to your Charisma modifier plus half your
their greatest potential, and many captains feel it Proficiency modifier (minimum 1).
unwise to leave port without a trained Shantyfolk • If an ally fails to use your Bardic Inspiration die
chanter. after 10 minutes,
• Whenever an ally uses a Bardic Inspiration, you
Chant of Glory can grant a different ally one of your Bardic
3rd-level College of Shantyfolk feature Inspiration dice as a reaction.
Whenever you grant an ally your Bardic Inspiration • Allies who are reduced to zero hit points and who
die, they add your Charisma modifier to their fail a death saving throw while they have one of
Athletics and Acrobatics checks until they use your your Bardic Inspiration dice, instead lose the
Bardic Inspiration die. inspiration die and do not fail the death saving
Additionally, whenever a member of your crew throw, but it also does not count as a successful
that you can see expends Inspiration, you regain one death saving throw.
use of your Bardic Inspiration as you break into
story and song regarding their exploits. Playtest Note:
Chant of Success Mettle is a part of new rules that will be published in
3rd-level College of Shantyfolk feature the Aetherial Expanse Setting Guide, representing a
measure of the crew’s morale. It is used to influence
Whenever an ally benefits from your Song of Rest the results of Boarding Actions during ship combat.
feature, record the number of dice spent to heal
Running out of mettle means the ship’s crew has lost
(including your Song of Rest die).
faith in their captain, which could lead to a mutiny.
Until that ally completes a long rest, if they fail an
Intelligence or Wisdom saving throw, they can add
this value to the saving throw, possibly changing the
result into a success.
Once an ally has benefitted from this feature, they
can’t benefit from it again until they complete a long
rest.
Additionally, whenever Mettle is rolled (and you
are part of the crew), roll your Song of Rest die and
add the result to the Mettle roll.

© 2023 Ghostfire Gaming Pty Ltd. 2


AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Cleric Subclass Channel Divinity: Aetherial Shroud


2nd-level Aether Domain feature
Aether Domain You can use your Channel Divinity to engulf a
creature within a cloud of aether. As an action, you
The voices of the aethereal deep sing to me of lives lost present your holy symbol. A single creature within
and a coming doom to forestall. 30 feet of you that you can see must make a
Naugh the Wanderer Dexterity saving throw. On a failed save, the creature
is restrained until the end of its next turn and takes
The Aetherial Expanse has drawn the attention of 2d6 + your cleric level force damage. On a successful
divine beings. You act as a divine conduit to protect save, the creature takes half as much damage and is
the region’s arcane essence or claim its power. not restrained.
Aether Domain Spells Channel Divinity: Manifest
Cleric Level Spells
1st faerie fire, unseen servant Consciousness
3rd lesser restoration, misty step 6th-level Aether Domain feature
5th hypnotic pattern, spirit guardians You can use your Channel Divinity to cast spirit
7th conjure aether mephits*, guardians without expending a spell slot. When spirit
wall of aether* guardians is cast this way, you can also read the
9th conjure aether elemental*, thoughts of creatures affected by this spell as if you
legend lore were also under the effect of a detect thoughts spell.

Bonus Cantrip Potent Spellcasting


1st-level Aether Domain feature 8th-level Aether Domain feature
You gain the aether shroud* cantrip if you don’t You add your Wisdom modifier to the damage you
already know it. deal with any cleric cantrip.

Aetherial Resilience. Limitless Surge


1st-level Aether Domain feature 17th-level Aether Domain feature
Your divine connection grants you resilience to You can use your Surge of the Starlight Sea feature
aether’s poisonous effects. You can float in aether for up to three times instead of once. Uses refresh at the
up to 1 hour without succumbing to aether end of the long rest.
poisoning. If you spend more than 1 hour floating in
aether, or you ingest a single mouthful of aether, you
can avoid its poisonous effects by succeeding on a DC
13 Constitution saving throw.
You can repeat this saving throw with continued
aether exposure; however, each additional hour of
exposure or additional mouthfuls ingested increases
the DC by 2.
Surge of the Starlight Sea
1st-level Aether Domain feature
You draw upon the magical powers infused within
the Aetherial Expanse to manipulate magical effects
around you. As a reaction, when a creature within 30
feet of you that you can see makes a saving throw
against a spell, spell attack, or magical effect, you can
give that creature either advantage or disadvantage
on its saving throw.
You can’t use this feature again until you finish a
long rest.

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1
Stand Tough. When a creature within 30 feet fails
Fighter Subclass a saving throw, you can use your reaction to have
that creature immediately reroll its saving throw. A
Battle Commander creature can only benefit from this feature once per
short rest.
Our enemies reel beneath our assault. Strike! Strike
again! Strike Hard! Inspiring Presence
Horentius Steelback, Karelagne Naval Captain 7th level Battle Commander feature
You can inspire your allies to persevere through
Sailors who survive deadly naval skirmishes on the adversity, gaining one of the following features of
starlight seas are often either incredibly lucky or your choice:
intuitively understand the surging chaos of Inspiring Commander. Allies within 10 feet gain
shipboard combat. Battle Commanders understand it a bonus to saving throws against fear effects equal to
takes more than luck to win the day. They are your Charisma modifier.
combat leaders, expertly manipulating the tides of Resourceful Commander. Allies within 10 feet
battle using strategic insight and bold maneuvers. gain a bonus to saving throws against charm effects
They draw their opponents into ill-fated sorties and equal to your Wisdom modifier.
spur their comrades to victory with shouted Tactical Commander. Allies within 10 feet gain a
commands from the front line. They exploit the bonus to Dexterity saving throws equal to your
slightest misstep to initiate devastating attacks upon intelligence modifier.
their foes. Few warriors are as effective in the
turmoil of mass combat as the Battle Commander. Always at the Ready
10th-level Battle Commander feature
Bonus Proficiency Each ally within 10 feet has advantage on initiative
3rd-level Battle Commander feature
checks.
You gain proficiency in one of the following skills of
your choice: Deception, History, Intimidation, or Focused Assault
Persuasion. 15th-level Battle Commander feature

Direct the Attack When you damage a creature with a weapon attack,
each ally within 10 feet has advantage on attack rolls
3rd-level Battle Commander feature
against the same target until the start of your next
As a reaction to rolling initiative, you can swap the turn.
initiative count of two allies. Upon reaching 10th
level, you can swap the initiative for a second pair of Sudden Assault
allies. Upon reaching 18th level, you can swap the 18th-level Battle Commander feature
initiative of a third pair of allies. You can spur your allies into a deadly assault. In
Commanding Voice place of one of your weapon attacks, you direct allies
within 30 feet of you to use their reaction to make an
3rd-level Battle Commander feature
attack with advantage against a target within your
You can direct your allies in the heat of combat. Your reach. You must finish a short or a long rest before
allies must be able to see or hear you to benefit from you use this feature again.
this feature.
Direct the Assault. As a bonus action, you direct
one ally within 30 feet to use their reaction to make
a melee attack.
Defensive Formation. As a bonus action, you and
each ally within 5 feet have resistance to
bludgeoning, piercing, and slashing damage until the
start of your next turn.
Fall Back. As a reaction to an ally within 30 feet of
you taking damage, you can allow that ally to use
their reaction to move up to half their movement
without provoking opportunity attacks.

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Ranger Subclass Warp and Weave


7th-level Expanse Wayfinder feature
Expanse Wayfinder Your alacrity in navigating unstable conditions
makes you harder to hit as you move. If you move at
While the Aetherial Expanse is a mysterious and often least 5 feet on your turn, you gain +1 to your Armor
treacherous place, it is no more foreboding than Class, and opportunity attacks against you are made
anywhere else. If you know how to interpret the at disadvantage.
environment – any environment – you can traverse it. Taking the Plunge
There’s no place quite like it. I imagine even I will lose 11th-level Expanse Wayfinder feature
myself to it one day, willingly and blissfully carried to
You have trained yourself to be more resilient to the
the unknown beyond.
poisonous aether. Your swim speed in aether
Callista Ravenmane, Aetherial Guide.
increases by 10 feet. You also have advantage on all
Expanse Wayfinders are at home on the Aetherial ability checks to hold your breath while submerged,
Sea, perhaps more so than any non-native creature. and you have advantage on saving throws to resist
Deep curiosity and respect for the natural forces at poison and the onset of Aether Poisoning.
play allow them to read the currents and navigate its
often-treacherous flows, seeking out the limits of its Aether in the Blood
vastness. 15th-level Expanse Wayfinder feature
You have been exposed to so much aether it has
Student of the Silvery Sea become part of you. You are immune to aether
3rd-level Expanse Wayfinder feature
poisoning, and your swim speed in aether is
The Aetherial Sea becomes an additional favored increased by 10 feet. Additionally, while immersed in
terrain for your Natural Explorer feature. aether, you can cast misty step at will, so long as you
start and end your movement in contact with the
Expanse Wayfinder Magic liquid aether that is connected to the Aetherial Sea.
3rd-level Expanse Wayfinder feature
You learn an additional spell when you reach certain
levels in this class, as shown in the Expanse Playtest Note:
Wayfinder Spells table. Each spell counts as a ranger Prolonged time spent in aether causes serious harm to
spell for you, but it doesn’t count against the number living creatures. Though some creatures have adapted
of ranger spells you know. to this magic-suffused environment and become
Expanse Wayfinder Spells dreamlike – or nightmarish – examples of the Aetherial
Ranger Level Spell Expanse’s natural flora and fauna, most creatures
3rd comprehend languages suffer horribly after being exposed to aether.
5th gust of wind Those afflicted by aether poisoning suffer a terrible
9th tongues fever, delirious compulsions, and ultimately, death.
13th locate creature Seafarers of the expanse have developed remedies for
17th legend lore the first stage of aether poisoning, but later stages can
only be cured through magical means.
Corsair of the Aetherial Waves
3rd-level Expanse Wayfinder feature
Your experience with treacherous tides and
powerful winds has given you insight on how to fight
effectively when on a ship or within the aether itself.
You gain proficiency with Athletics and Acrobatics.
Whenever you are on a ship at sea or floating in the
aether, your proficiency bonus is doubled for ability
checks using these proficiencies, and the first
weapon attack you make each round deals an
additional 1d6 damage of the weapon’s type on a hit
due to your clever maneuvering and precise aim.

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Sorcerer Subclass
Once you use this feature, you can’t use it again
until you complete a short or long rest unless you
spend a sorcery point to use it again.
Phantom Shrouded The die you roll for this feature changes when you
reach certain levels in this class. Replace the d4 with
Those who study aether may taste a fraction of its a d6 at 5th level, a d8 at 10th level, and a d10 at 15th
power, but only one whose heart beats with the level.
aethertide can claim its true potential.
Silas Seaward, Wayfinder of the AMS Sweetbreeze Swirling Spirits
6th-level Phantom Shrouded feature
You are touched deeply by the Starlight Sea. Perhaps When you cast a spell of 1st level or higher on your
you were bathed in its power during a desperate turn, you can immediately use a bonus action and
moment beneath its surface where you glimpsed its spend 1 sorcery point to conjure disembodied spirits
true nature, or you may be descended from one of that momentarily swirl around a creature you can
the spirits making up its shimmering depths. see within 60 feet. You can choose if the spirits help
Regardless of your exact relationship to the aether, or hinder the creature.
your blood flows in unison with the phantoms riding If you want the spirits to help, that creature gains
its currents. They recognize you as one of their own, temporary hit points equal to 1d4 + your Charisma
heeding your arcane calls. modifier + the spell’s level.
When you tap the power within yourself to fuel If you want the spirits to hinder, that creature
your magic, you reach impossibly deep, all the way must make a Charisma saving throw against your
into the aetherial depths’ endless well of souls. spell save DC. On a failure, it suffers force damage
Submerging your own soul into that spiritual equal to your Charisma modifier + the spell’s level,
essence clads you in the wisdom and power of and its speed becomes 0 until the start of your next
countless spirits, granting you arcane might turn. On a success, it takes only half damage, and its
unimaginable to those without your unique speed isn’t reduced.
birthright.
Ride the Aetherial Tide
Phantom Shrouded Magic 14th-level Phantom Shrouded feature
1st-level Phantom Shrouded feature
Once on your turn, immediately before you cast a
You learn additional spells at certain levels in this spell of 1st level or higher, you can roll 1d10. If the
class, as indicated on the Phantom Shrouded table. result is greater than or equal to the spell’s level, you
You count each of these spells as a sorcerer spell, but can apply one of your Metamagic options to that
it doesn’t count toward the number of sorcerer spell by spending 1 fewer sorcery points than
spells you know. normal.
Phantom Shrouded Spells
Sorcerer Spells
Phantom Mantle
18th-level Phantom Shrouded feature
Level
1st comprehend languages, unseen servant You can use an action to wrap a mantle of the
3rd augury, spiritual weapon Starlight Sea’s spiritual essence around you for 1
5th speak with dead, spirit guardians minute or until you dismiss it with a bonus action.
While empowered in this way, you have resistance to
7th banishment, guardian of faith
all damage except force damage, and you can add
9th legend lore, soul tide*
your Charisma modifier to Constitution saving
Depths of Knowledge throws you make to maintain concentration.
1st-level Phantom Shrouded feature You can use this feature once and can’t do so again
until you complete a long rest unless you spend 6
The amalgam of minds comprising the Starlight Sea sorcery points to use this feature again.
presents you with a deep well of experience to draw
from. When you make an ability check, you can draw
upon these spirits to roll 1d4 and add the number
rolled to the ability check. You can use this feature
after making the ability check, but you must do so
before knowing the outcome.

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Warlock Subclass
short or long rest. If you already have a special spell
slot gained from Aether Harvest, nothing else
happens.
The Reaper This special spell slot can only be used to cast
spells on the Reaper Expanded Spells list, and they
You think you’ve known fear, boy? Then I pray you can only be cast upon you or a creature affected by
never find yourself facing down the unstoppable, your Reaper’s mark, and their effects can only affect
tireless chase of a Reaper. you or the creatures targeted by your Reaper’s Mark
Bem Joringard, Veteran of the Expanse feature. For example, if you cast see invisibility with
this feature, you can only see a creature affected by
Many beings want to indiscriminately cause as much your Reaper’s Mark.
destruction on as grand a scale as possible. On the Once you’ve used this feature a number of times
opposite side of that coin is the Reaper: an individual equal to your Charisma modifier, you cannot use it
empowered by an otherworldly being to destroy again until you complete a long rest.
with the accuracy of a surgeon. Reaper’s Shroud
Expanded Spell List 10th-level Reaper feature
1st-level Reaper feature You emit an aura of darkness that others can feel the
The Reaper lets you choose from an expanded list of presence of by looking at you. You gain resistance to
spells when you learn a warlock spell. The following Cold and Necrotic damage and immunity to the
spells are added to the warlock spell list for you. Frightened condition.
Additionally, whenever you make a weapon attack
Reaper Expanded Spells while you possess temporary hit points, you can use
Spell Level Spells your reaction to empower the strike. If you do, you
1st expeditious retreat, ray of sickness lose all temporary hit points. If the attack deals
2nd blindness/deafness, see invisibility damage, you deal additional damage equal to the
3rd clairvoyance, nondetection temporary hit points lost.
4th locate creature, polymorph
5th planar binding, scrying
Grim Ferry
14th-level Reaper feature
Reaper’s Mark Evoking the legendary navigators of the river of
1st-level Reaper feature death, your form changes to that of a hooded,
Your patron grants you additional magical powers. cloaked skeleton. As an action, you gain the following
Add hunter’s mark to your warlock spell list. When benefits for 1 minute:
you cast hunter’s mark using a warlock spell slot, it • Swim speed of 40 feet.
does not require concentration, and your weapon • Immunity to Poison damage and the Poisoned
attacks against the spell’s target deal necrotic condition.
damage instead of their usual type. • You can use your action to evoke fear in other
creatures. You target one creature you can see
Shred and Tear within 60 feet. The target must succeed on a
1st-level Reaper feature Wisdom saving throw or become frightened of you
Whenever you deal necrotic damage to a creature for 1 minute. The frightened target can repeat the
using Reaper’s Mark, you gain temporary hit points saving throw at the end of each of its turns, ending
equal to your warlock level, and if you use your the effect on itself on a success. The DC for this
reaction before the start of that creature’s next turn, saving throw is 8 + your Proficiency modifier +
you can make a weapon attack against that creature your Charisma modifier.
as part of the reaction. • As an action, you can teleport to any unoccupied
spot you can see within 60 feet.
Aether Harvest
6th-level Reaper feature Once you’ve used this feature, you cannot use it
You harvest the energy of a dying soul to empower again until you’ve completed a long rest.
limited magics. If a creature affected by your
Reaper’s Mark dies, you gain a special additional
spell slot. This spell slot lasts until you complete a

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

Wizard Subclass
focus, or tool) to store a cantrip you know that
requires 1 action to cast.
While holding the object, a creature can take an
Technomage action to produce the spell’s effect from it, using
your spellcasting ability modifier and DC. If the
Correct application of magitech principles requires a spell requires concentration, the creature must
comprehensive understanding of aetherial flux and its concentrate. Opposing spellcasters can
effect on the underlying metallic substrate. Failure to counterspell spells invoked from the object as
correctly align the arcane vectors could lead to an normal. Once a creature uses the infused object to
embarrassing Gilbert-Pretzel event, and nobody wants cast a spell, it must complete a short or a long rest
that. before being able to do so again.
Zontas Serrow, portal technomage The spell stays in the object until it’s been used
a number of times equal to your Intelligence
As a technomage, you are an expert at leveraging modifier (minimum of once) or until the
your arcane expertise to create magitech devices. augmentation is dismissed.
Your years of magical study and aetherial research
allow you to infuse objects with magical potential.
Enhanced Infused Spell
6th-level Technomage feature
Magitech Expertise You can now augment objects with spells from your
2nd-level Technomage feature spellbook that you can cast in addition to cantrips
You gain proficiency in the Arcana skill if you don’t you know. Infusing a spell in this way does not
already have it. Your proficiency bonus is doubled expend a spell slot, and the spell is stored at its
whenever you use this skill to make an ability check. normal level. You can infuse objects with spells that
have a casting time of 1 action and that are of a level
Infuse with Aetherium no higher than half your proficiency bonus.
2nd-level Technomage feature
You have learned how to enhance mundane objects
Empowered Spell Infusions
10th-level Technomage feature
with aetherium. Whenever you finish a short or long
rest, you can touch a construct or mundane object to Spells you have infused into an object can now be
augment it with aetherium, transforming it into a cast twice before requiring a short or a long rest to
magical item if it is not already. cast it again.
You can apply up to your proficiency bonus
number of augmentations. However, no single object
Arcane Resilience
14th-level Technomage feature
can possess more than two augmentations and no
more than one of each type of augmentation. If you You can now infuse an object with resistance against
create a new augmentation exceeding your magic. Any creature possessing the infused object
maximum, you choose which previous augmentation has advantage on saving throws against spells and
to dismiss. magical attacks, and the creature has resistance
The augmentations remain indefinitely but end against the damage of spells and magical attacks.
immediately when you become incapacitated or die. You cannot infuse more than one object with this
You can apply the following augmentations: enhancement. Attempting to infuse a second object
• Enhance Damage. You augment a weapon or the with this enhancement causes the previously infused
unarmed strikes of a construct to deal additional object to lose this enhancement.
damage equal to half your Intelligence modifier
rounded down (minimum of 1), with the damage
type chosen at the time of augmentation from the
following: acid, cold, fire, lightning, poison, or
thunder.
• Structural Enhancement. You augment a
construct or object, making it more resistant to
attack. The object’s armor class increases by 1.
• Infused Spell. You can augment a construct or
handheld object (such as a weapon, spellcasting

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1

New Spells
Spells
Level Spell School Conc. Ritual Class
0 Aether Shroud Conjuration N N Warlock, Wizard
2nd Aether Soul-Link Necromancy N N Warlock
3rd Siren’s Call Enchantment Y N Bard, Sorcerer, Wizard
4th Conjure Aether Mephits Conjuration Y N Druid, Wizard
4th Wall of Aether Evocation Y N Druid, Sorcerer, Wizard
5th Conjure Aether Elemental Conjuration Y N Druid, Wizard
5th Soul Tide Conjuration N N Cleric, Sorcerer, Wizard

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1
Casting Time: 1 minute
Spell Descriptions Range: 90 feet
Components: V, S, M (a small piece of aetherium)
Aether Shroud Duration: Concentration, up to 1 hour
Conjuration cantrip
Casting Time: 1 action You call forth an aether elemental that materializes
Range: 60 feet within an unoccupied space within range. The
Components: V, S elemental disappears when it drops to 0 hit points or
Duration: Instantaneous when the spell ends.
The elemental is friendly to you and your
You conjure a cloud of shimmering aether that companions for the duration. Roll initiative for the
strikes a target you can see within range. The target elemental, which has its own turns. It obeys any
must succeed on a Constitution saving throw or take verbal commands that you issue to it (no action
1d6 force damage and be sheathed in the aetherial required by you). If you don’t issue any commands to
energy until the start of your next turn. If the target the elemental, it defends itself from hostile creatures
casts a spell or makes a magical attack before then, but otherwise takes no actions.
the target takes 1d6 poison damage, and this aether If your concentration is broken, the elemental
shroud spell ends. Creatures with the Aetheric doesn’t disappear. Instead, you lose control of the
Adaption trait are immune to this poison damage. elemental, it becomes hostile toward you and your
This spell’s force and poison damage increase by companions, and it might attack. An uncontrolled
1d6 when you reach 5th level (2d6), 11th level elemental can’t be dismissed by you, and it
(3d6), and 17th level (4d6). disappears 1 hour after you summoned it.

Aether Soul-Link Conjure Aether Mephits


2nd-level necromancy 4th level conjuration
Casting Time: One Action Casting Time: 1 minute
Range: Self Range: 90 feet
Components: None Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour

You exchange a portion of your life force, channeling You summon four aether mephits that appear in
it into a spell you are concentrating on. You lose a unoccupied spaces that you can see within range. An
number of hit dice equal to the level of the spell you aether mephit summoned by this spell disappears
are concentrating on as though you spent it. The when it drops to 0 hit points or when the spell ends.
spell you’re concentrating on extends based on its The summoned creatures are friendly to you and
original duration: your companions. Roll initiative for the summoned
• A spell with a duration measured in rounds creatures as a group, which has its own turns. They
extends its duration by a number of rounds equal obey any verbal commands that you issue to them
to your Charisma modifier. (no action required by you). If you don’t issue any
• A spell with a duration measured in minutes commands to them, they defend themselves from
extends its duration by a number of minutes equal hostile creatures but otherwise take no actions.
to your Charisma modifier. At Higher Levels. When you cast this spell with a
• A spell with a duration measured in hours extends 6th-level slot you summon 8 aether mephits, and 12
its duration by one hour. aether mephits with an 8th-level slot.
• A spell with a duration measured in days extends
its duration by 1 day.
Once a spell has had its duration extended in this
way, it cannot benefit from another casting of Aether
Soul-Link.

Conjure Aether Elemental


5th-level conjuration

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AETHERIAL EXPANSE KICKSTARTER
Playtest: Subclasses Pack #1
Conjure Wall of Aether Siren’s Call
4th-level evocation 3rd-level enchantment
Casting Time: 1 action Casting Time: 1 Action
Range: 120 feet Range: 60 feet (centered on you)
Components: V, S, M ( a small piece of aetherium) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

A shimmering wall of aether materializes on the You sing an enthralling piece of music, causing
ground at a point you choose within range. You can creatures of your choice that you can see within
make the wall up to 60 feet long, 20 feet high, and 1 range and that can hear you succeed on a Wisdom
foot thick, or a ringed wall up to 20 feet in diameter, saving throw or become distracted by you. While
20 feet high, and 1 foot thick. distracted by this spell, creatures have disadvantage
The wall consists of a roiling mass of solid, liquid, on attacks each turn unless they spend at least half
and gaseous forms of aether. The wall glows faintly of their movement and end that movement closer to
with flickering lights that dance across its surface, you.
providing dim light out to 30 feet. Areas behind the Creatures that can't be charmed or are deafened
wall are lightly obscured. The wall vanishes when automatically succeed on this saving throw.
the spell ends. The wall’s space is difficult terrain. The spell ends if you are incapacitated or can no
When the wall appears, each creature within its longer speak.
area must make a Constitution saving throw. On a
failed save, the creature takes 2d8 force damage and
2d8 poison damage, or half as much damage on a
Soul Tide
successful save. A creature that ends its turn in the 5th-level conjuration
wall’s area takes 2d8 force damage and 2d8 poison Casting Time: 1 action
damage. Creatures with Aetheric Adaption are Range: Self (20 ft radius)
immune to the wall’s poison damage. Components: V, S
Any ranged attack that enters the wall’s space has Duration: Instantaneous
disadvantage on the attack roll. Creatures within 10
feet of the aetherial wall have advantage on saving You conjure a flood of disembodied souls from the
throws to resist the effects of spells, spell attacks, depths of the Shining Sea to wash over foe and ally
and spell-like abilities. alike. The tide of ethereal energy surges outward
At Higher Levels. When you cast this spell using a from you in a 20-foot radius with you at the center.
spell slot of 5th level or higher, the damage increases The energy passes through solid objects but is
by 1d8 force damage for each slot level above 4th. stopped by magical barriers like those made by a
wall of force or resilient sphere spell.
You and your allies within range each gain a
number of temporary hit points equal to your
spellcasting ability modifier. Additionally, your
enemies within range must each make a Charisma
saving throw. On a failure, a creature suffers force
damage equal to your spellcasting ability modifier, is
pushed away from you until it is outside the spell’s
radius, and is knocked prone. On a success, the
creature suffers only half damage, is pushed only 5
feet away from you, and is not knocked prone.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the temporary hit
points and damage increase by 1d6 for each slot
level above 5th. Additionally, if cast with a 7th or
8th-level spell slot, the radius increases to 25 feet. If
cast with a 9th-level spell slot, the radius increases
to 30 feet.

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