Aethermancer Cloistered away in a far off monastery an elderly human scries out the ancient history of his nearly forgotten order. His students stand around him engaged in mock combat with strange glowing weapons unknown to most of the world. The few students provide some hope that their order will continue on for another generation. The soft red glow of her sword is all that lights the path of an adventurer in these long forgotten ruins. Around her the glowing eyes of numerous foes appear in the dark. The tips of her fingers spark with lightning as she prepares for a fight. Disillusioned with the path laid before her when she was but a child, a young elf meditates in a small hovel built into a tree in the middle of the jungle. Stuck trying to find the true correct path to guide her, she turns to nature and careful meditation to find the answer. Aethermancers are members of an ancient order of educated warriors who fight to protect or shift the careful balance of the aether. Their numbers have dwindled over the years, but there are still those who follow the old teachings and wait for the day that the careful balance of magic in the world is thrown out of balance. Though natural warriors and scholars their devotion to the aether has given them some control over it allowing them the ability to manipulate objects at a distance and cast a few spells to aid in their various missions. The Aether The aether is the presence and flow of magical energy that permeates all things. For those that follow the Aethermancer's teachings they believe there are two primary sides of the aether: the light side and the dark side. Despite how these names sound they are not analogous to the concepts of good and evil. Though some may see a correlation between the concepts it is not a hard and fast rule. Since it permeates all things Aethermancers use this attribute to specialize in the manipulating of the aether in objects at a distance, becoming some of the most naturally inclined Telekinetics in the world. The most important tool to an Aethermancer is their Energy Saber. Once an Aethermancer has finished their basic training it's common for them to be given the task of creating their first Energy Saber. The Energy Saber is unique to Aethermancers as it runs off of the aetherial energy put into the blade by the nethermancer wielding it. These unique blades of these weapons are composed almost entirely of an intense yet controlled magical fire. Creating a Aethermancer The most important aspect to consider when creating your Aethermancer is what your character’s views on the Aether and the institutions that were set up to teach force sensitives such as yourself. Some Aethermancers believe the Aether is a tool for healing and helping others, these Aethermancers tend to find themselves drawn to the organized and altruistic Jedi order, and devoting themselves to the light side of the force. Other Aethermancers find the strict Jedi code suffocating and prefer to use their emotions to channel their Aether powers. Using the Aether in such a way leads many Aethermancers to the dark side of the Aether, and a few even join the ranks of the powerful Sith. Finally there are those Aethermancers who may have started out on one path or the other, but became disillusioned with the organizations who proclaim to represent their side of the Aether. These Aethermancers claim to have found enlightenment in forming balance between both the light and the dark sides of the aether. Some even claim there is no difference between the two and there is only the Aether. These Aethermancers though powerful in their mystic arts often find themselves ostracized by the organization of Aethermancers on both sides, and often find themselves taking up the lives of hermits, meditating and embracing nature.

Aethermancer Level Proficiency Bonus Features Telekinetic Max Weight Cantrips Known Spells Known 1st 2nd 3rd 4th 1st +2 Telekinetic Abilities, Unarmored Defense 50 lbs — — — — — — 2nd +2 Energy Saber, Fighting Style 75 lbs — — — — — — 3rd +2 Resonance Path, Spellcasting 100 lbs 2 3 2 — — — 4th +2 Ability Score Improvement 125 lbs 2 4 3 — — — 5th +3 Extra Attack 150 lbs 2 4 3 — — — 6th +3 Energy Projectile Reflection, Slow Fall 150 lbs 2 4 3 — — — 7th +3 Aether Sense 200 lbs 2 5 4 2 — — 8th +3 Ability Score Improvement 200 lbs 2 6 4 2 — — 9th +4 Resonance Path Feature 250 lbs 2 6 4 2 — — 10th +4 Augmented Leap, Enhanced Agility 250 lbs 3 7 4 3 — — 11th +4 Natural Telekinetics 300 lbs 3 8 4 3 — — 12th +4 Ability Score Improvement 300 lbs 3 8 4 3 — — 13th +5 Resonance Path Feature 400 lbs 3 9 4 3 2 — 14th +5 Blindsense 400 lbs 3 10 4 3 2 — 15th +5 Natural Telekinetics Improvement, Telekinetic Freeze 400 lbs 3 10 4 3 2 — 16th +5 Ability Score Improvement 400 lbs 3 11 4 3 3 — 17th +6 Resonance Path Feature 500 lbs 3 11 4 3 3 — 18th +6 Aether Connection 500 lbs 3 11 4 3 3 — 19th +6 Ability Score Improvement 500 lbs 3 12 4 3 3 1 20th +6 Master of the Aether 500 lbs 3 12 4 3 3 1 Quick Build You can make an Aethermancer quickly by following these suggestions. First make Wisdom your Highest Ability score, followed by Dexterity. (Some Aethermancer who focus on Two-handed weapons or follow the Resonance Path of Passion may want to make Strength higher than their Dexterity). Second choose either the Sage or Hermit background. Class Features As an Aethermancer, you gain the following class features. Hit Points Hit Dice: 1d8 per Aethermancer level

1d8 per Aethermancer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Aethermancer level after 1st Proficiencies Armor: None (Aethermancers will not use shields of any kind)

None (Aethermancers will not use shields of any kind) Weapons: Daggers, Glaives, Greatsword, Longswords, Shortswords, Spears, Quarterstaffs, Whips

Daggers, Glaives, Greatsword, Longswords, Shortswords, Spears, Quarterstaffs, Whips Tools: Jeweler's Tools Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Acrobatics, Arcana, Deception, History, Insight, Perception, Persuasion, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Longsword and Dagger (b) Two Shortswords (c) Glaive (d) Quarterstaff, Healer's Kit, and Calligrapher's Supplies

(a) Explorer's Pack (b) Scholar's Pack

Jeweler's Tools

Telekinetic Abilities At 1t Level you know the Telekinetic Grip and Telekinetic Push/Pull unique Cantrips and they do not count towards the maximum number of cantrips you know for your level. Wisdom is your spellcasting ability for these spells. These spells and their abilities will be listed at the end of this document. Additionally should you ever learn the the following cantrips they increase in strength as you increase your level in the Aethermancer class: Mage Hand: at 5th level it becomes invisible; at 11th level it can carry +5lbs and has +15ft of range; and at 17th level it only takes a bonus action to cast/use

at 5th level it becomes invisible; at 11th level it can carry +5lbs and has +15ft of range; and at 17th level it only takes a bonus action to cast/use Gust: at 5th level the wind produced is powerful enough to extinguish targeted unprotected flames, and have a 50% chance at extinguishing protected flames; at 11th level it can be cast upon yourself to clear fogs and vapors within 5ft of you wherever you move, until the start of your next turn. After moving more than 5ft away from a spot the vapors fill back in. If you choose to activate this effect again at the start of your next turn the vapor does not get the chance to fill back in; and at 17th level it only takes a bonus action to cast.

at 5th level the wind produced is powerful enough to extinguish targeted unprotected flames, and have a 50% chance at extinguishing protected flames; at 11th level it can be cast upon yourself to clear fogs and vapors within 5ft of you wherever you move, until the start of your next turn. After moving more than 5ft away from a spot the vapors fill back in. If you choose to activate this effect again at the start of your next turn the vapor does not get the chance to fill back in; and at 17th level it only takes a bonus action to cast. Magic Stone: at 5th level the damage increases to 1d8 + your spellcasting modifier; at 11th level the damage is 1D10 + your spellcasting modifier; and at 17th level the damage is 1D12 + your spellcasting modifier Unarmored Defense At 1st level while you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier. Energy Saber At 2nd level you can spend 1 hour using your Jeweler’s Tools and at least 250G worth of Gems of one type to modify one non magical melee weapon that is listed on the Aethermancer starting weapon proficiency list (except quarterstaffs). If the weapon has the "Heavy" property it requires twice the amount of Gems, and if it has the "Light" property it only needs half the amount of Gems. The color of the gems used change the color of the blade portion of the weapon created. Weapons modified by this ability have their properties and abilities changed based on the base weapon as listed in the table below (note they may lose properties too), as well as all of them gaining the following effects: You can use a free action to activate/deactivate it

Only a Aethermancer class character can activate this weapon, it deactivates automatically after not being held by an Aethermancer for 1 round.

While activated it glows with a 5ft radius of dim light based on the color of the gems used to make the weapon.

While not activated it appears as an unassuming hilt/handle of the base weapon without a blade. Creatures can use their action to test their religion (DC 14) to determine its true nature (Other Aethermancers or those very familiar with them automatically pass).

It’s base damage becomes "Fire" and ignores resistance to fire, but not immunity to it

When thrown by an Aethermancer it returns to them at the end of their turn

Whenever you hit an inanimate non-magical object that is not being carried or worn with a melee attack from an Energy Saber the attack is considered a critical hit. Most vendors won’t buy an Energy Saber as it’s only useful to Aethermancer. Energy Saber Variants Name Damage Properties Extra Abilities Dagger 1D4 Finesse, Light, Thrown (20/60) For melee attacks you can reroll your damage for this weapon and choose which result to keep Glaive 1D10 Heavy, Thrown (10/30), Two-Handed Double bladed: can use your bonus action to attack with the other side at 1D4 damage Greatsword 2D6 Heavy, Thrown (10/30), Two-Handed - Longsword 1D8 Finesse, Thrown (15/45), Versatile (1D10) +1 to your AC and Dexterity saving throws if this is the only weapon in your hand Shortsword 1D6 Finesse, Light, Thrown (20/60) +1 to your AC and Dexterity saving throws if this is the only weapon in your hand; Small sized Characters only: Versatile (2D4) Spear 1D6 Thrown (20/60), Versatile (1D8) Gains the "Reach" ability only when attacking with the Versatile property Whip 1D4 Finesse, Reach +1 to your AC and Dexterity saving throws if this is the only weapon in your hand

Fighting Style At 2nd level, you can learn one of the following fighting styles: Dueling - When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

- When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

- When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Cantrips At 3rd level, you know two cantrips of your choice from the Aethermancer spell list. You learn additional Aethermancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Aethermancer table. Spellcasting At 3rd level as an Aethermancer you have learned to tap into the energy that flows through all things in order to cast your spells. See chapter 10 for general rules of spellcasting and the bottom of this document for the Aethermancer spell list. Spell Slots The Aethermancer table shows how many spell slots you have to cast your Aethermancer spells of 1st level and higher. To cast one of these Aethermancer 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. Spells Known of 1st Level and Higher At 3nd level you know two 1st-level spells of your choice from the Aethermancer spell list. The Spells Known column of the Aethermancer table shows when you learn more Aethermancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th 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 Aethermancer spells you know and replace it with another spell from the Aethermancer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Aethermancer spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Aethermancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier. Spellcasting Focus You can use a Quarterstaff or an Energy Saber as your spellcasting focus for your Aethermancer spells. Resonance Path At 3rd level, you choose a Resonance Path to follow from the paths of Harmony, Restraint, or Passion, all of which are detailed at the end of the class description. Your choice Grants you features at 3rd, 7th, 11th, and 18th levels. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, when you take the attack action on your turn you can attack twice. Energy Projectile Reflection At 6th level, when you are first targeted by a Ranged Spell Attack that deals either: Acid, Cold, Fire, Lightning, or Radiant Damage, and you are wielding an energy saber, you can use your reaction to make a Dexterity saving throw against the attackers spell save DC. You must use this ability before any dice for the attack are rolled. On a failed save the attack is rolled as normal. On a successful save you can force the attack to miss or target one target of your choice within 30ft of you, then the attack must be rolled against the new target (it can still miss based on the target's AC). Slow Fall At 6th level you can reduce the amount of damage you take from a fall by five times your Aethermancer level. Aether Sense At 7th Level if you spend at least 1 minute outside of combat observing or interacting with another creature, you can learn certain information about its abilities. The DM tells you if the creature is equal, superior, or inferior to you in regards to two of the following: Intelligence, Wisdom, or Charisma score

Number of spell known

Current number of remaining spell slots

Spell Save DC

Total Class levels (if any)

Total Aethermancer levels (if any) The DM chooses which answer they want to give if it has multiple spellcasting classes. Augmented Leap At 10th level, when you aren't wearing armor, as a bonus action you can cast the "Jump" spell on yourself without using a spell slot. When cast this way it requires no vocal component and only lasts 1 round.

Enhanced Agility At 10th level, when you aren't wearing armor you gain the following benefits: If you aren't already proficient in it you can add 1/2 your proficiency score (rounded up) to your dexterity saving throws.

You gain proficiency in Acrobatics, if you are already proficient in it you can double your proficiency bonus for it.

When calculating jump height or distance you can choose to use your Dexterity score instead of your Strength score for the calculations. Natural Telekinetics At 11th Level you can cast the spell "Telekinesis" without using a spell slot. Once you cast that spell using this ability you can not do so again until you complete long rest. At 15th level you only need to complete a short rest to recover the use of this ability. Blindsense At 14th level, you gain blindsight of 10 feet. Telekinetic Freeze At 15th level, you can expend a 2nd level or higher spell slot in order to use your Telekinetic Grasp cantrip as a reaction. When used this way you can only target one object that is not being carried/worn or a non magical projectile. You can not move the object/projectile and only hold it in place. At the start of your next turn if you wish to maintain control over the object you may use your action to do so and then you may move the object around as normal using the spell. Any momentum the object had before the spell was cast is lost when the spell ends. (Examples of targets include: A Falling Rock, Non Magical Arrows, or a falling fragile object) Aether Connection At 18th level, you have an uncanny ability to sense the feelings and condition of others, especially other Aethermancers. (The following are all considered Divination magic for gameplay purposes) You can use your action to detect the surface level thoughts and emotions of a target that has at least 3 Intelligence and is within 15ft of you. You can spend 1 minute outside of combat to attempt to determine if another Aethermancer is within 1 mile of you. If there is at least one other Aethermancer within the area you learn a vague estimate of the number of Aethermancers you sensed, and you can use your "Aether Sense" ability on the target with the highest Aethermancer level. You do not learn any of the target's identities nor locations from this ability. You must complete a long rest before you can use this again. If an Aethermancer you have a strong personal connection with, dies or is otherwise in dire circumstances (Example: Reduced to 0 or 1Hp; or any other severely life threatening situation the DM deems valid), and they are on the same plane, you feel a strong negative sensation and intuitively know that they are in peril or have died. However you do not know the cause nor their location. Master of the Aether At 20th level you gain the following abilities: If you roll a 1 on the damage roll for Psychic or Force damage from your spells you can treat it as a 2.

Your 'Blindsight' extends to 30 feet

Through this ability you can now perform the following high level spell (based on your selected Resonance path), but it can only target yourself, it still uses all the required materials, and after casting it you take 1 point of exhaustion. You must complete a long rest before you can cast it again. If you cast it twice within 24 hours you suffer 2 points exhaustion after the second cast. Restraint: Astral Projection Passion: Mind Blank Harmony: Foresight

Path of Restraint Those following the path of restraint are perhaps the most known of the Aethermancers, as they are most likely among them to go out of their way to help those in need. Those following this path usually try to use the light side of the force exclusively. The order they follow have many rules and regulations, and they claim to practice restraint and control of their emotions as a part of their training. Path of Restraint Expanded Spell List At 3rd level those following the Path of Restraint have access to the following spell options, but you still have to learn them as you would a normal spell. Path of Restraint Spells Spell Level Spells Cantrips Blade Ward; Resistance 1st Heroism; Zephyr Strike 2nd Enthrall; Aid 3rd Fast Friends; Beacon of Hope 4th Charm Monster; Divination Specialized Teachings At 3rd level, you can choose one additional skill proficiency from the starting Aethermancer Class skill proficiencies list. You also gain proficiency in Calligrapher's Tools and one language of your choice. Mind Trick At 9th Level, when you cast a spell from the Enchantment School you can add 1D4 to the Spell Save DC for that spell. This bonus must be applied before the target rolls their save. Once you use this ability you must complete a Short or Long rest before you can use this ability again. Additionally when you cast a spell from the Enchantment School you can optionally choose to use Charisma as your spellcasting Modifier for it instead of your Wisdom.

Aetherial Shield At 13th level, when you make a Saving Throw you can use your reaction to add +5 to all of your saving throws until the start of your next turn. This ability can be used after you roll, but before the outcome is applied. You must complete a Long Rest before you can use this ability again. Resonant Casting At 17th level, when you first get this ability you can choose one of the following spell options to be able to cast through this ability. You can select an additional 1 spell from the list each additional Aethermancer level you gain. You can cast one of the following spells that you selected without using a spell slot. However it takes two turns to cast it, you can not upcast it, and it follows any additional restrictions as listed below. You must complete a long Rest before you can use this ability again for any of the spells: Mass Suggestion (The Duration and Range are halved)

(The Duration and Range are halved) Telepathy (The Duration is only to 1 min, and it can only work on someone with at least 1 level as a Aethermancer)

(The Duration is only to 1 min, and it can only work on someone with at least 1 level as a Aethermancer) Reverse Gravity (The Range is halved, and the Radius and Height of the cylinder both becomes 25ft)

(The Range is halved, and the Radius and Height of the cylinder both becomes 25ft) Steel Wind Strike Path of Passion Those following the Path of Passion are less strict than those following the Path of Restraint, and many of their traditions are in direct opposition to each other as well. One of the main teachings of those following this path is to embrace your emotions and use them to channel the dark side of the Aether. By embracing the dark side it allows them to destroy their enemies while also protecting the ones they care about most. Path of Passion Expanded Spell List At 3rd level those following the Path of Passion have access to the following spell options, but you still have to learn them as you would a normal spell. Path of Passion Spells Spell Level Spells Cantrips Shocking Grasp; Spare the Dying 1st Dissonant Whispers; Witch Bolt 2nd Arcanist's Magical Aura; Phantasmal Force 3rd Mind Spike; Nondetection 4th Death Ward; Phantasmal Killer Additional Armor Proficiencies At 3rd level you gain proficiency in light armor and medium armor You can still use and gain the benefits of the Augmented Leap ability while wearing light or medium Armor. Dark Aether Power When you cast a spell that deals damage from the Path of Passion’s expanded spell list you can add your Spellcasting Modifier to the damage for that spell. Additionally if you cast a spell that has the sole effect of paralyzing an opponent you can deal 1D6 + your Spellcasting Modifier worth of Force damage to the target each time they fail their save. Hide Presence At 13th level, you gain the following benefits: While you are above half health you have the spell of Aracnist's Magical Aura cast upon you. However, you can only use the "Mask" effect. You can choose to change the nature of the effect as an action once per Long Rest. (If the spell ends because you drop below half health or it's dispelled, you lose this benefit and can’t regain it through this ability again until you complete a long rest)

You have advantage on saves against any spell that has the effects of mind reading or spells that would force you to tell the truth.

You gain proficiency in the deception skill, if you already have proficiency in that skill you can double your proficiency bonus. Saved From Death At 17th level, you can cast Death Ward on a target without using a spell slot through this ability. Its casting range becomes anywhere on the same plane as you, and it lasts indefinitely until it activates its effect, you cast this spell via using this ability again, it is dispelled, or you die. Additionally when the effect activates the target can choose to spend up to 1/2 (rounded up) of their maximum Hit Dice to recover some Hp. You must complete a long rest before you can use this ability again, (you can't use this ability within 24 hours of the spell's effect activating through this effect). (You must have met the target before and have a positive relationship with them in order for this ability to work.) You can cast the Spare the Dying cantrip as a reaction with a range of 120 feet. You must complete a short or long rest before you use this part of this ability again. Path of Harmony Those who follow the path of harmony have forsaken the concept of their being a separate light and dark side of the Aether. They can be found meditating in nature, strengthening their connection to the force. The strongest of hermits often find themselves dabbling in both the light and dark sides of the aether. Path of Harmony Expanded Spell List At 3rd level those following the Path of Harmony have access to the following spell options, but you still have to learn them as you would a normal spell. Path of Harmony Spells Spell Level Spells Cantrips Encode Thoughts; Guidance 1st Animal Friendship; Detect Poison & Disease 2nd Beast Sense; Locate Animals or Plants 3rd Clairvoyance; Tongues 4th Dominate Beast; Locate Creature

Colored Past At 3rd level, you have access to the ability to possibly learn the spells from either the Paths of Restraint or Passion's expanded spell lists, but not both (does not include spells known through abilities). (You choose which path when you take this Ability) Additionally you can learn 1 more Aethermancer cantrip than what is listed on the Aethermancer class chart for your level. Tranquil Meditation At 9th Level, you can regain some of your magical energy by sitting in meditation. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to the number rolled on a D4, and none of the slots can be 4th level or higher. You can’t use this feature again until you finish a Long Rest. At 12th level the die is changed to a D6, At level 16 it's a D8, and at level 20 it's a D10. Additionally you can learn 1 more Aethermancer spell than what is listed on the Aethermancer class chart for your level. Severed from the Aether At 13th level, you can use this ability to take 10 minutes to disconnect or reconnect yourself to the Aether. After you use this ability you must finish a long rest before you can use it again. While you remain disconnected you gain the following effects: You can not cast spells, nor use or recover spell slots.

You can not use Energy Sabers.

You have the spells " Nondetection " and " Shillelagh " cast upon you / the applicable weapons you're holding for the duration.

" and " " cast upon you / the applicable weapons you're holding for the duration. You gain resistance to psychic and force damage from spells.

You have advantage on all spell saves versus Charisma, Intelligence, and Wisdom saving throws.

While active, after a short rest you gain temporary HP equal to your Aethermancer level + your Wisdom modifier. Sage Knowledge: At 17th Level you can learn spells from both the Paths of Restraint and Passion's expanded Spell Lists (does not include spells known through abilities). Additionally you can learn an additional 2 more spells and 1 more cantrip than what is listed on the Aethermancer class chart for your level (Does stack with "Colored Past" and Tranquil Meditation abilities). New Unique Spells List Choke 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute You use the power of the Dark Side of the Aether to close off a target's airways and hold them in place. You can target a Medium or smaller humanoid for this effect. This spell has no effect on creatures that don't need to breathe.

Concentration, up to 1 minute You use the power of the Dark Side of the Aether to close off a target's airways and hold them in place. You can target a Medium or smaller humanoid for this effect. This spell has no effect on creatures that don't need to breathe. The target must make a Constitution Saving Throw, if the target fails their save the target takes 2D6 Force Damage and are Stunned while this spell is active. If the target succeeds on their saving throw they take only half damage from this effect and the spell ends without dealing any additional effect.

At the end of each of the creatures turns they can repeat the saving throw in order to attempt to break out of the spell. At the end of each turn that the target is still affected by this spell they take an additional 2D6 of Force Damage.

If the target is damaged by anything other than this spell or a recurrent damage effect that it already had on it (like from being poisoned or set on fire) they can repeat their save. Telekinetic Grip transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, Up to 1 minute You gain the ability to move or manipulate Objects by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one object within range, causing the appropriate effect below.

You can try to move an object that weighs up to the Maximum Weight listed for your Aethermancer Level on your Aethermancer Level Chart (whichever is higher).

You can use your action to affect the same target round after round.

If the object isn't being worn or carried, you can automatically move it up to 20 feet in any direction, but not beyond the range of this spell.

If you target an object that is worn or carried by a creature they must make a strength saving throw contested by your Spellcasting Ability, the target has advantage on the roll if they are in combat. If you succeed, you pull the object away from that creature and can move it up to 20 feet in any direction but not beyond the range of this spell.

If the object's movement would strike a creature the target must make a Dexterity saving throw against your Spellcasting ability. On a failed save both they and the object take 1D6 Bludgeoning Damage. Whether it succeeds or fails if the object survives the object is dropped next to the target and is no longer affected by this spell. (The object must weigh at least 10 lb to deal damage through this effect)

Alternatively when you use this spell you can target any number of objects up to your Aethermance Level + your Wisdom Modifier that are not being carried/worn and that are less than 1lb and you may move them around independently and harmlessly.

Through this spell you do not have enough fine control on objects with your telekinetic grip to do things such as manipulating a tool, turning the knob on a door, or pouring the contents from a vial. You also can not use this ability to make a regular attack with a levitated weapon.

At higher levels when you first target an object you can target an additional number of objects whose combined weight does not exceed 10X your level or the maximum weight as listed on the Aethermancer table (whichever is higher). You can move each object around independently, and potentially make separate attacks with them. If you attempt to rest control of an object that is being carried or worn by another creature then that is the only object you're able to target through this spell that turn regardless of your level. At 5th level you can target a (maximum of 2 objects), at level 11 it's a (maximum of 3 objects), and at level 17 it's a (maximum of 4 objects). Telekinetic Push/Pull transmutation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Instant You gain the ability to move or manipulate Creatures by thought.

You can try to move a Medium or smaller creature weighing up to the value listed for your Aethermancer level under the Telekinetic Max Weight on the Aethermance Class Chart (whichever is higher).

The target must make a Strength Saving Throw. If they fail they take 1D4 Force damage and you can move the creature up to 5ft in a straight line either directly toward or away from you, but not beyond the range of this spell, and they can be knocked prone.

If the target is not touching the ground they have disadvantage on their save, but can't be knocked prone.

You can attempt to cast this spell on creatures weighing up to twice the calculated maximum weight for this spell at your current level, but if you do so they can't be moved by this spell they can only be knocked prone and take the damage from the spell. At higher levels the damage and distance pushed/pulled by this spell increases. At 5th level the damage is 2D4 Force and can move the target 10ft. At level 11 the damage is 3D4 Force and can move the target 15ft. At level 17 it is 4D4 Force and can move the target 20ft. Aethermancer Spell List Cantrips (0 Level) Friends

Gust

Light

Mage Hand

Magic Stone

Message

Shillelagh

Thaumaturgy

True Strike 1st Level Absorb Element

Bless

Catapult

Ceremony

Charm Person

Command

Compelled Duel

Comprehend Language

Detect Evil & Good

Detect Magic

Expeditious Retreat

Feather Fall

Identify

Jump

Longstride

Mage Armor

Sanctuary 2nd Level

Augury

Blur

Calm Emotions

Detect Thoughts

Earthbind

Enhance Ability

Gust of Wind

Hold Person

Knock

Levitate

Pass Without Trace

See Invisibility

Suggestion 3rd Level

Catnap

Enemies Abound

Haste

Protection from Energy

Sending

Slow 4th Level

Compulsion

Confusion

Freedom of Movement Multiclassing When calculating spell slots, this class is considered a 1/3 caster. (Like a Arcane Trickster, or Eldritch Knight) You need at least 13 Wisdom in order to multiclass into a Aethermancer When you multiclassing into an aethermancer you gain proficiency in Daggers, Longswords, Shortswords, Quarterstaves, and jeweler's tools; (Aethermancers will never use shields)