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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.
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.
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
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
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
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.
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.