Fifth Edition Homebrew



“Our belief is often strongest when it should be weakest. That is the nature of hope.”

v2.6 HOST



Variant: Steel Running Manoeuvrability
Minimum Forward Speed None
Hover Yes
Move Backward Yes
Reverse Free
Turn 45°/5 ft.
Turn in Place +180°/-10 ft.
Maximum Turn 180°
Up Angle Any
Up Speed Full
Down Angle Any
Down Speed Falling Speed (500ft) or Half
Between Down and Up 0

AETHERIAN | TABLE OF CONTENTS

Aetherian

A Gnome runs his hand over a newly acquired tattoo, its reflective metal-like ink glittering in the lamp light, he can feel the protection it provides him like plate armour with none of the weight... or metal. A human, seeing thin blue lines extend out from his chest, pushes and pulls against window latches, door hinges and lamp posts allowing him to propel himself through the dark streets of the city. While a Half-Orc subtly soothes and riots the emotions of a guard, a merchant and several bystanders after a sale began to get a bit more enthusiastic than he would like.

All of these people are Aetherians. People that have in some way gained access to the power of glyphs, through either ancestry or the personal activation of a powerful glyph.

Power From Glyphs

An Aetherian is a person that can hold and transfer power through the use of special Glyphs they learn and study. Currently 21 of these Glyphs exists, the 8 Basic Glyphs and 8 Advanced Glyphs of Mist and Metal and the 5 God Glyphs. These glyphs are names, words or phrases that have power that the Aetherian can harness by projecting these glyphs about their body.

Ancient Warriors

Currently only a handful have become awakened once again. The Aetherian's powers haven't been used in millennia, after being locked away for so long the transfer of power between gods unleashed these glyphs once more. Time can only tell how these anient combatants will effect the new world.


Following in the Founder

Ancient Aetherian were the followers of the Founder. A being that was created through collective thought, believed into reality by those that wanted power and a god to grant it to them. His passing the mantle of godhood somehow forged new connections with new Aetherian. Thought The Founder has never laid claim to the Aetherian origins, only claiming to have borrowed their power to construct blades to give to his people.

Faceless Origins

The Aetherian's have their beginnings, much like their powers, shrouded in the mists of mystery. Very few are aware of their origin, but those that do know the glyphs to be a language, Gewit. That is used by the Kelwhinn, The Faceless, a long forgotten people who remain forever outside of the common eye.

Creating an Aetherian

When creating an Aetherian, consider how your character came to be and their disposition to their new found powers. Do they see this as a divine blessing? The culmination of many years of research and exploration? What makes them wish to persue the path of an Aetherian? Do they wish to uncover secrets with their powers that seem almost made for it, or do they want to use these powers for strickly personal gain?

Consider you characters role in society before they became an Aetherian, or how they fit into society as one from birth. Think on what your character represent and what the world feels like to them. Consult with your DM regarding guilds or societies your character might belong to.

AETHERIAN | INFORMATION

Quick Build

You can make a Aetherian quickly by following the following suggestions. Start with Intelligence as your highest attribute. Your next-highest score should be Dexterity. Second, choose the Noble or Urchin background.


Class Features

As an Aetherian, you gain the following class features:

Hit Points

Hit Dice: 1d6 per Aetherian level.
Hit Points at 1st Level: 6 + Constitution Modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Aetherian level after 1st.

Proficiencies

Armor: Light armor, shields.
Weapons: Simple Weapons.
Tools: Tattooist's Tools.
Saving Throws: Dexterity and Intelligence.
Skills: Choose two from Acrobatics, Arcana, History, Intimidation, Investigation, Persuasion, Religion and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two club or (b) two daggers
  • (a) a shortbow and quiver of 20 arrows or (b) a pouch containing 20 cp
  • (a) a burglar's pack or (b) a diplomat's pack
  • Leather armor and a crystal dagger.
Aetherian
Level Proficiency Bonus Features Tattoos Known Glyphs Known Aetherian Die Enhancements
1st +2 Basic Glyphs, Aetherian Tattoos 1 2 d4 -
2nd +2 Fighting Style, Enhanced Sigils 1 2 d4 1
3rd +2 Aetherian Specialty 1 4 d4 1
4th +2 Ability Score Improvement 1 4 d4 2
5th +3 Extra Attack 1 6 d6 2
6th +3 Shard Empowered Glyphs, Aetherian Specialty Feature 2 6 d6 3
7th +3 Evasion 2 8 d6 3
8th +3 Ability Score Improvement 2 8 d6 4
9th +4 - 2 8 d6 4
10th +4 Warding Glyph (x1), God Glyph 2 8 d8 5
11th +4 Aetherian Specialty Feature 3 9 d8 5
12th +4 Ability Score Improvement 3 9 d8 6
13th +5 - 3 10 d8 6
14th +5 Warding Glyph (x2) 3 10 d8 6
15th +5 Shrouded 3 11 d8 7
16th +5 Ability Score Improvement 4 11 d10 7
17th +6 - 4 12 d10 7
18th +6 Aetherian Specialty Feature 4 12 d10 8
19th +6 Ability Score Improvement 4 12 d10 8
20th +6 God Glyph Improvement, Glyph Savant 4 12 d10 8

AETHERIAN | CLASS

Basic Glyphs

At 1st level, you begin with knowledge of two of the eight basic glyphs. You unlock an additional two glyphs of your choice at 3rd, 5th and 7th level. Each glyph provides 4 charges of the glyphs power.

Preparing and Summoning Glyphs

You prepare a number of glyphs equal to your level divided by 2 (rounded up) when you finish a short or long rest. Once prepared you can summon up to two glyphs, one appearing on each arm respectivly, as a bonus action.

A summoned glyph can be activated as part of the same bonus action, or requiring no action on your turn. You may activate any number of summoned glyphs on your turn. The glyph remains active it until the start of your next turn, when you can choose to keep it active or extinguish it.

The effects of each glyph is listed at the end of the class and the table at the end of the document states the duration of a single charge, depending on the glyph.


Some of your features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Glyph save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Aetherian Tattoos

Starting at 1st level, you are able to weave magic into your tattoos, in addition you learn to craft needles capable of applying ink in an instant.

Tattoos Known

When you gain this feature, pick a tattoo to learn. You learn additional tattoos of your choice when you reach certain levels in this class, as shown in the Tattoos Known column of the Aetherian table.

Whenever you gain a level in this class, you can replace one of the Aetherian tattoos you learned with a new one.

Creating a Needle

Whenever you finish a long rest, you can create a number of Aetherian Tattoo Needles equal to your number of known Aetherian Tattoos.

Your tattoos and needles remain indefinitely, but when you die, the needles and tattoos vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The tattoo and needle also vanish if you give up your knowledge of the tattoo for another one.

Tattoo Prerequisites
Rarity Prerequisite
Rare 6th-level Aetherian
Very Rare 11th-level Aetherian
Legendary 16th-level Aetherian

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Enhanced Sigils

At 2nd level you can choose an enhancement for a glyph you know. When you gain certain aetherian levels, you gain additional enhancements of your choice, as shown in the Enhancements column of the Aetherian table.

Additionally, when you gain a level in this class, you can choose one of the enhancements you know and replace it with another enhancement that you could learn at that level.

Aetherian Specialty

At 3rd Level, you choose a Specialty that you strive to emulate in your combat styles and techniques, Mistwalker, Metallurgist, Tattooist or Impaler all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

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. As normal, you can’t increase an ability score above 20 using this feature.

AETHERIAN | CLASS




Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shard Empowered Glyphs

Starting at 6th level, your attacks made with steel and iron, as well as your pewter enhanced unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Warding Glyph

Beginning at 10th level, If you make a Wisdom, Intelligence or Charisma Saving Throw you can change the type of save you make to one of the other two. You can't use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 14th level.

God Glyph

Beginning at 10th level, during a long rest you can attempt to create a God glyph that can grant great power.

Describe the Glyph, and roll a percentile dice. If you roll a number equal to or lower than your Aetherian level, you project the God glyph somewhere on your body. This glyph will not fade after a long rest but if you use this ability again it will disappear. The glyph is equal to 1 charge. If you were successful, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your attempt to create a God glyph succeeds automatically, no roll required.

Shrouded

At 15th level, you are able to move in obscured areas with ease while your foes become disorented. While in mist or fog, you gain a +1 bonus to AC and you can take the dash action as a bonus action.

Glyph Savant

At 20th level, If all your glyphs are expended when you roll for initiative you gain 2 charges in two known glyphs of your choice.













































Note on Magic

Items and people that are magically infused are harder to push or harder to influence. Someone charmed to act a certain way will resist the influence of Ud'sit and Vetek more than someone that is not, and a longsword that can summon flames will be harder to push with Steel or Iron.

Sometimes the DM may call for an Intelligence Check or increase the DC to determine if you can push an object or influence a person effectivly.

General Increases in DC
Rarity or Level DC Increase
Common or 1st +1
Uncommon or 2nd +2
Rare or 3rd +3
Very Rare or 4th +4
Legendary or 5th+ +5

AETHERIAN | CLASS

Aetherian Specialty

Mistwalker

Watcher in the Wind

Beginning at 3rd level, your vision is not always clouded by mists or fog. When inside mist or fog you may use a bonus action to gain blindsight out to 30 feet or until the edge of any mist or fog you are within, whichever is closer.

Like Mist

At 6th level, you can change your body to better align with the mists around you. As a bonus action you can half your density making you lighter, because of this your jump distance is doubled and your movement speed increases by 10 feet. This effect lasts until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Advanced Mist Glyphs

At 11th level, you understand the basics at a level that allows you to learn about the Advanced Glyphs of Mist: Prevolat, Ri'zen, Zamek and O'parit. You learn one at 11th level and another every other level until you know all four Advanced Glyphs of Mist at 18th level.

Gifted Glyphs

Beginning at 18th level, you can gift a glyph to another person for a short time. As an action you can place a glyph you know on another willing creature, it remains on them for up to 8 hours or until you lose concentration. The gifted glyph only has one charge and can be activated on subsequent turns as a bonus action by the creature that now holds the glyph.

You can only have one gifted glyph at a time and you regain the use of this ability after a short or long rest.

Metallurgist

Warrior Aetherian

Starting at 3rd level, You can summon up to 4 glyphs at a time, one on each limb.

Like Metal

At 6th level, you can change your body to be more like metal. As a bonus action you can double your density making you twice as heavy, because of this your jump distance is halved and your movement speed decreases by 10 feet. This effect lasts until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Advanced Metal Glpyhs

At 11th level, you understand the basics at a level that allows you to learn about the Advanced Glyphs of Metal: Duralamin, Adamantine, Mithral, Chromium. You learn one at 11th level and another every other level until you know all four Advanced Glyphs of Metal at 18th level.










Projected Glyphs

Beginning at 18th level, you can place a glyph on a surface for a short time. As an action you can touch a surface and place one glyph you know on it, the glyph remains there for up to 1 hour or until you lose concentration. The projected glyph only has one charge and can be activated on subsequent turns as an action.

You can only have one glyph projected at a time and you regain the use of this ability after a short or long rest.

Aluminium

Aside from magically infused items there are is one material that seem completly resistant being pushed, pulled and can block other types of glyphs. Aluminium. Which seems to be impervious to even being seen by steel lines and can completely block emotional glyphs, like the glyph of Skyr.

AETHERIAN | SPECIALTY

Tattooist

Ink Mind

Beginning at 3rd level, you can instantly absorb the ink on a page by touching it, 'reading' it. If it is written in a language you don't know you can make an Intelligence Check, with the DC determined by the DM, to attempt to discern the literal meaning of the text.

Doing so drains the ink from the book or page rendering it blank.

Additional Aetherian Tattoos

At 6th level, you learn two Aetherian Tattoos of your choice. A tattoo you choose must be of a rarity you can learn. The chosen tattoos don’t count against the number of tattoos you know.


You learn an additional two tattoos of your choice at 14th level and 18th level.

Assorted Advanced Glyphs

At 11th level, you have mixed an matched tattoo's and glyph enough that you are able to learn about the Advanced Glyphs. Choose either the Advanced Glyphs of Metal or the Advanced Glyphs of Mist. You learn one advanced glyph of that type at 11th level and another of the same type every other level until you know all four Advanced Glyphs of Metal or Mist at 18th level.

Tattoo Master

Beginning at 18th level, you can have up to 4 Aetherian Tattoos attuned at one time. This does not allow you to attune more than 3 magical items.

Impaler

Impersonal Glyphs

Beginning at 3rd level, you can no longer summon glyphs on your body to then activate them. Instead for each Glyph you currently know and all others you learn you create a spike to implant in your body. These spikes hold within them 3 charges of their respective glyph, which recharge when you finish a short or long rest.

Your spikes and their glyphs are always summoned and you can have a number of spikes active at one time equal to 2 plus half your Intelligence Modifier (rounded up).

Spikes remain after being used up with the only exception being spikes created for God Glyphs, which disappear after. These spikes cannot be pushed or pulled by you or another Aetherian while in your body and become nonmagical when you die.

Stacked Glyphs

At 6th level, you can temporarily force a Glyph on your body against the wishes of your body and mind. As a bonus action you can choose one of your known basic glyphs that you have active from a spike and force its glyph to appear on your body until the end of your next turn. When you do so you take 4d4 psychic damage.

For the duration while you have both instances of this power active, from your spike and from the glyph, you gain advantage on dice rolls related to the use of that glyph. This includes, saves, checks, attack rolls and damage rolls.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.












































Advanced Glyphs

At 11th level, you begin to feel the pull of the advanced glyphs. Choose one of the Advanced Glyphs of Metal or Advanced Glyphs of Mist to learn. You learn another every other level until you know four Advanced Glyphs at 18th level.

Steal and Gift

Beginning at 18th level, when you finish a long rest you can create a spike that lacks power within, this spike remains until you dismiss it as an action. If you use this spike to kill a creature, you will steal one of its abilities or attributes, determined by the DM and the manner in which they die.

You can then implant it into a creature which then gains the stored ability or attribute. When you do so the creature's Constitution and Wisdom scores are reduced by 1 or 2, determined by the DM. The creature dies if this reduces either their Constitution or Wisdom score to 0. The reduction lasts until the spike is removed and the creature finishes a Long Rest.

You may create a number of these blank spikes equal to your Intelligence modifier. If you try to exceed your maximum, the oldest spike is immediately destroyed.

AETHERIAN | SPECIALTY

The Basic Metal Glyphs

The glyphs below are the four basic metal glyphs. Granted to all Aetherians.

Glyph of Iron

While you have the Glyph of Iron summoned, you can use an action to reveal thin blue lines connecting your chest will all metal objects within 80ft. These blue lines are also revealed when you activate the Glyph of Iron.

While you have the Glyph of Iron activated, as an action you can pull on any one or all metal that isn’t piercing a body in a 80ft radius. You can only pull metals directly towards yourself. If the object within range is much heavier than yourself or cannot move you are pulled towards the object at a rate equal to your movement speed.


Pulling a Creature
When you take the attack action you can supplement one of your attacks to pull on the metal on a creature. Instead of making an attack roll, the target must succeed a Strength saving throw against your Glyph save DC. On a failure, you can pull it a number of feet equal to 10 times your intelligence modifier towards you, if they strike an object or surface they take 1d8 plus your intelligence modifier bludgeoning damage. Otherwise, they are pulled 5 feet and take no damage.


Pull Attack
When you take the attack action you can supplement one of your attacks to pull a metal object weighing less than 3 lbs within 80ft. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target. Both the object and the creature take damage equal to your Aetherian die plus 1d4 piercing damage. If there is no creature, you can catch it or let it fly past you and strike a creature within 20 feet of you, who is subject to a Dexterity Saving throw.


If the object is being carried, then make a contested check, the targets Strength vs your Intelligence. Beating them means the object is ripped from their grasp and you can pull it as normal.

Iron Enhancements

Iron Rescue (Reaction).
Prerequisite: 4th Level.

When an ally within 80ft that you can see is targeted with an attack, you can use your reaction while you have the glyph summoned to pull on metal on them to attempt to protect your ally. When you do so, the attack is made with disadvantage and your ally moves 5ft closer to you.


Ironslide.

You may Pull yourself at a heavy object at breakneck speed. You may also dash as a bonus action when pulling on an object that weighs more than you or is otherwise unable to move.


Multiple Targets.

You have finer control of your pulling and may simultaneously Pull a number of individual metal objects, up to twice your Intelligence modifier. When pulling multiple creatures, make a single intelligence check for all targets.




Glyph of Steel

While you have the Glyph of Steel summoned, you can use an action to reveal thin blue lines connecting your chest will all metal objects within 80ft. These blue lines are also revealed when you activate the Glyph of Steel.

While you have the Glyph of Steel activated, you can as an action push on any one or all metals that aren't piercing a body in a 80ft radius. You can only push metals directly away from yourself. If the object weighs considerably more than you or is immovable you're pushed away from the object at a rate equal to your movement speed to a maximum distance of 80ft.


Pushing a Creature
When you take the attack action you can supplement one of your attacks to push metals on a creature. Instead of making an attack roll, the target must succeed a Strength saving throw against your Glyph save DC. On a failure, you can push it a number of feet equal to 10 times your intelligence modifier away from you, if they strike an object or surface they take 1d8 plus your intelligence modifier bludgeoning damage. Otherwise, they are pushed 5 feet and take no damage.


Push Attack
When you take the attack action you can supplement one of your attacks to push an object weighing less than 3 lbs within 80ft. This special attack is a ranged weapon attack with a range of (40/160). You are proficient with it, and you add your Intelligence modifier to its attack and damage rolls. Both the object and the creature or solid surface you hit take damage equal to your Aetherian die.


If the object is being carried, then make a Intelligence check contested by the target’s Strength. Beating them results in the object being ripped from their grasp and you may push it as normal.

Steel Enhancements

Multiple Targets.

You have finer control of your pushing and may simultaneously Push a number of individual metal objects, up to twice your Intelligence modifier. When pushing multiple creatures, make a single intelligence check for all targets.


Steel Deflection (Reaction).
Prerequisite: 4th Level.

When you are hit with an attack, you can use your reaction while you have the glyph summoned to push on metal coming towards you, in the form of an arrow or sword to reduce the damage taken. When you do so, the damage you take from the attack is reduced by your Aetherian Die + your Intelligence modifier.


Steel Running.
Prerequisite: 6th Level.

You can move nearly as fast as a galloping racehorse with your pushes. When around enough metal, such as in a city, your movement when you have the Glyph of Steel summoned is 50 feet in the air. You must stay within 80ft of metal to push on.

AETHERIAN | GLYPHS

Crushing and Pulling

When using the Glyph of Steel and Iron, you act as a point of transfer between objects being pushed and pulled. So much so that the DM may have you roll a Constitution saving throw or take 1d10 bludgeoning damage per two points of metal pushed with the Aetherian in between. The DC of 10, increasing by 1 for each additional pair.

Glyph of Pewter

While you have the Glyph of Pewter summoned, you can add your Aetherian Die to any Dexterity (Acrobatics) or Strength (Athletics) checks you make.

While you have the Glyph of Pewter activated your Strength, Dexterity and Constitution are increased by 3 to a maximum of 23. Any health gained by this is lost when Pewter is extinguished; if this would knock you unconscious, you instantly fall unconscious and fail one death save and then continue making death saves as normal. In addition, you lose one point of exhaustion if you have any.


Dragging

Prolonged use of Pewter can cause dragging. When you finish burning a charge of Pewter if you are in combat or are otherwise exerting yourself you must succeed a DC 10 Constitution saving throw or suffer two points of exhaustion.

Pewter Enhancements

All In.
Prerequisite: 10th Level.

When you activate the Glyph of Pewter you can choose to go all in. When you do, the increase granted to you by the Glyph of Pewter becomes 4 and your maximum for your Strength, Dexterity and Constitution becomes 24. However, the charge only lasts 6 seconds.


Denser Tissues.
Prerequisite: 8th Level.

While you have the Glyph of Pewter summoned, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.


Extreme Speed.
Prerequisite: 6th Level.

You can run as fast as a galloping racehorse. When you have the Glyph of Pewter active your speed is 60 feet unless it is already higher.


Prodigious Strength.

While you have the Glyph of Pewter summoned, you have advantage on Strength checks and Strength saving throws and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Reactive Activation.

You can activate the Glyph of Pewter as a reaction outside of your turn.

Glyph of Tin

While you have the Glyph of Tin activated, you have advantage on all perception checks and your passive perception increases by 5. In addition, you gain darkvision out to 60 feet and mists, fogs and other gasses become translucent to you in a 30-foot radius, allowing you to see normally.


You gain vulnerability to Thunder damage and failing a saving throw against an effect that deals Thunder damage stuns you until the end of your next turn. You must also succeed on a DC 10 Constitution save when sudden light or sound hits you, on a success you are unaffected otherwise you are blinded or defend until the start of your next turn.


As a bonus action, you can flare your Glyph of Tin to end one effect on yourself that is causing you to be charmed or frightened, alternatively you can use it to reduce your exhaustion by one point for 6 seconds. Flaring uses up 30 minutes of your charge instantly.

Tin Enhancements

Blindsight.
Prerequisite: 4th Level.

Your senses are so acute when you have the Glyph of Tin summoned that you can feel vibrations through the floor, use sound as a sort of “sonar,” and sense the movement of air on your skin. You gain blindsight to a range of 60 feet when Glyph of Tin is summoned.


Increased Effectiveness.

Your darkvision when you have the Glyph of Tin active is increased to 120ft.


Protective Reactions.

While you have the Glyph of Tin active, you now reactivly subdue the glyphs power when subject to sudden bright light or loud sounds. When you are subject to sudden light or loud sound, you can use your reaction to reduce the DC by an an amount equal to your Intelligence modifier.


Sense Memory.

You have near-perfect memory with a single sense, letting you identify familiar voices or smells, distinguish forged signatures from real ones you’ve seen before, and so forth. No roll is required for these actions, they’re automatically successful. You may gain this Enhancement up to five times, once for each sense.

AETHERIAN | GLYPHS

The Basic Mist Glyphs

Glyph of Ud'sit

While you have the Glyph of Ud'sit summoned, you can as an action target a creature within 20ft of you and determine is most prevalent emotion.

While you have the Glyph of Ud'sit activated you can use a bonus action to supress specific emotions for a single person or a group of people within 30ft. The group size is equal to two times your Intelligence modifier. Choose an emotion and roll a Intelligence check against the DC. If you succeed against the DC you may reduce the strength of the emotion by two and the target doesn't notice your tampering. If you fail, you may reduce the strength by one and the target notices someone tried to use magic on them, though not necessarily you.

  • DC 10 for virtually non-existent emotions
  • DC 13 for weak emotions
  • DC 15 for slight emotions
  • DC 18 for strong emotions
  • DC 20 for very strong emotions

Successfully soothing emotions will have different effects based on the person and their current surroundings.

Ud'sit Enhancements

Affect Crowd.
Prerequisite: 6th Level.

You may simultaneously Soothe a number of people up to 10 × your Intelligence modifier, though the DC increases by 4 when manipulating above 3 times your Intelligence modifier people.


Enduring Emotions.

When soothing just one person, the effects of your soothing lingers for up to an hour after you stop.


Focused Emotion.

Choose one emotion when you gain this enhancements (e.g. love, lust, rage, jealousy, wonder, etc.). You have advantage when you Soothe this emotion. You may take this Enhancement any number of times, but only once per emotion.


Medium Range.

You may Soothe targets within 60ft.


Unconscious Aura.

You can activate the Glyph of Ud'sit as an action, for 1 minute you continue to soothe a single emotion of an individual or group.


Glyph of Vetek

While you have the Glyph of Vetek summoned, you can as an action target a creature within 20ft of you and determine is least prevalent but still present emotion.

While you have the Glyph of Vetek activated you can enflame specific emotions for a single person or a group of people within 30ft. The group size is equal to two times your Intelligence modifier. Choose an emotion and roll a Intelligence check against the DC. If you succeed against the DC you may increase the strength of the emotion by two and the target doesn't notice your tampering. If you fail, you may increase the strength by one and the target notices someone tried to use magic on them, though not necessarily you.

  • DC 10 for very strong emotions
  • DC 13 for strong emotions
  • DC 15 for slight emotions
  • DC 18 for weak emotions
  • DC 20 for virtually non-existent emotions

Successfully enflaming emotions will have different effects based on the person and their current surroundings.

Vetek Enhancements

Affect Crowd.
Prerequisite: 6th Level.

You may simultaneously Riot a number of people up to 10 × your Intelligence modifier, though the DC increases by 4 when manipulating above 3 times your Intelligence modifier people.


Enduring Emotions.

When rioting just one person, the effects of your riot lingers for up to an hour after you stop.


Focused Emotion.

Choose one emotion when you gain this Stunt (e.g. love, lust, rage, etc.). You have advantage when you Riot this emotion. You may take this Enhancement any number of times, but only once per emotion.


Medium Range.

Your range for the Glyph of Vetek increases to 60 feet.


Unconscious Aura.

You can activate the Glyph of Vetek as an action, for 1 minute you continue to riot a single emotion of an individual or group.



Training in Emotional Control

It is possible for someone to be trained in spotting when someone it tampering with their emotions. Such people would be able to notice and disregard such emotions much better than the layman. When such a person's emotions are being tampered with, the DC secretly increases by 5.

AETHERIAN | GLYPHS





Glyph of Prevolat

While you have the Provolat Glyph active you can cause thick mist to eminate from thin air as a bonus action. You create a 20-foot-radius Sphere of mist centered on a point within 120ft. The Sphere spreads around corners, and its area is heavily obscured. For each additional charge you have this glyph contiously active increases the radius by 20ft to a maximum of 80ft after 24 seconds, once you stop activating the glyph the cloud lasts for the 1d4 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Prevolat Enhancements

Increased Range.

Your range increases from 120ft to 250ft.


Hardy Mist.

Your summoned mist can no longer be dispersed by any wind short of severe (31 to 50 miles per hour) and it lasts for 1 minute after deactivating the glyph.


Increased Duration.

The duration of the mists increases from 1 minute to 10 minutes.

Glyph of Heldat

When you have the Glyph of Heldat active, you can use an action to feel pulses for each of the other Glyphs. When another is channeling their power, you can feel it as long as they are within 300ft and neither you nor they are within a cloud made from the Skyr Glyph. Walls and other objects in the way do not weaken the pulse. You can also detect magic and you can instantly determine the school used.

Heldat Enhancements

Increased Range.

Your detection range increases from 300ft to 600ft. You may take this Stunt a second time, extending your range to 1,200ft.


Subconscious Seeking.

You can activate the Glyph of Heldat as an action, for 1 minute you continue to detect Glyph activity within range without having to concentrate.

Additional Enhancements

The powers of an Aetherian is vast and multifaceted. If you have an idea for an enhancement that is not listed, work with your DM to add it to your character.

Perhaps a forcefield with the Glyph of Steel or a more arcane oriented sense from the Glyph of Heladat.

AETHERIAN | GLYPHS

The Advanced Metal Glpyhs

The following are the 4 Advanced Metal Glpyhs.

Glyph of Duralumin

When you have the Glyph of Duralumin summoned you can use a bonus action to activate it and instantly use one charge. When you do so any other Glyphs you have activated will be instantly used up, expending all remaining charges in a massive burst of power. Doing so leaves nothing left. Any Glyph can be used up in this way and if an effect isn't listed it is at the discretion of the DM.

Glyph of Steel

As an action, you must choose one or all objects within range of you to be pushed with violent force. The push deals an additional 1d8 bludgeoning plus 1d6 peircing damage per charge used. In addition, any Intelligence checks you make to use steel gains a bonus equal to the number of charges expended.

Glyph of Iron

As an action, you must choose one or all objects within range of you to be pulled towards you with violent force. The pull deals an additional 1d8 bludgeoning plus 1d6 peircing damage per charge used. In addition, any Intelligence checks you make to use Iron gains a bonus equal to the number of charges expended.

Glyph of Pewter

Your Strength, Dexterity and Constitution score and maximum increase by the number of charges spent until the start of your next turn. This is in addition to the existing increase granted by the Glyph of Pewter. Additionally, you are immune to Bludgeoning, Piercing and Slashing damage and resistant to all other damage until the start of your next turn.

Immediatly afterwards, you are subject to a Constitution Saving Throw to avoid dragging, the DC equal to 10 + the number of charges expended.


This is not compatable with the Enhancement All In.

Glyph of Tin

Unless you are in an area with near to no sound and light, you take 4d6 Thunder damage and are blinded, deafened and stunned until the start of your next turn due to sensory overload. A regular speaking voice or gust of wind is enough to deafen, any bright light within 30ft of you is enough to blind you.

Glyph of Ud'sit

As an action, you affect 10 times the number of people per charges expended until the end of your next turn or you can remove all emotion from a creature for rounds equal to the amount used. For that time, they are considered Stunned. There is no hiding the effect to the individual.

Glyph of Vetek

As an action, you affect 10 times the number of people per charges expended until the end of your next turn or effect one person and have them explode with your chosen emotion. Choose an emotion and everyone instantly as it enflamed to the top of their emotions, there is no hiding this effect.


Glyph of Prevolat

As part of the bonus action, you create a cloud of mist to form. The cloud extends an additional 20ft for every charge used, and lasts for an additional number of minutes equal to the amount of charges expended.

Glyph of Heldat

As an action, you feel pulses with your range extended by 50ft for every charge used. In addition, you can tell exactly what spell has been cast and any magical items within that range until the start of your next turn. Your DM may allow you to sense incredible sources of magic, even at immense distances, if such exist in your world. (Ley lines, the body or soul of a god, fonts of power, etc.) These would manifest as incredibly loud/strong pulses.

Glyph of Adamantine

As an action, you must cause a nonmagical metal object within 60ft to burst apart with violent force. Each creature within 10ft of the object must succeed a Constitution saving throw against your Glyph save DC. On a failed save, a creature takes 3d6 thunder damage for each charge expended in this way and is pushed 10 feet away from the destroyed object. On a successful save, the creature takes half as much damage and isn't pushed.

Glyph of Mithral

As an action, you must target one nonmagical metal object within 60 feet. The object may be no larger than 10 times the number of charges expended in cubic feet. That object is reconstructed to its original form, even sections of metal that are missing will be regrown.

Glyph of Mithral

When you have the Glyph of mithral summoned you can restore the original form of an object. As an action you can activate the Glyph and target one nonmagical metal object within 30 feet, that object may be no larger than an 10-foot-cube. You can regenerate the metal of the object over the course of 1 minute.

Glyph of Adamantine

When you have the Glyph of Adamantine summoned you can channel entropic energy into a object. As an action you can activate the Glyph and target one nonmagical metal object within 30 feet, that object may be no larger than an 10-foot-cube. Make an attack roll against that object using your Intelligence modifier.

If you beat the objects AC, the object bursts apart with a voilent force. Each creature within 5ft of the object must succeed a Constitution saving throw. Taking 3d6 thunder damage on a failed save or half as much on a successful save.

Glyph of Chromium

While you have the Glyph of Chromium summoned when you touch another person you can activate it to instantly wipe away any glyphs that the target has summoned. If the creature has skin exposed you must make an unarmed strike with a -7 penalty to the attack roll, on a hit you can expend one charge to remove all glyphs they have prepared. This does not tell you what glyphs they had summoned.

AETHERIAN | GLYPHS

The Advanced Mist Glpyhs

The following are the 4 Advanced Mist Glpyhs.

Glyph of Zamek

While you have the Glyph of Zamek summoned you are able to muddle the mind of those you touch. You can as an action, activate the Glyph and make an unarmed strike with a -7 penalty to the attack roll, on a hit the creature must succeed an Intelligence saving throw against your Glyph save DC or become Stunned until the end of their next turn.

Glyph of O'parit

While you have the Glyph of O'parit summoned you can activate it as a bonus action to become misty and intangible.

While in this misty form, you have a flying speed of 100 feet and Resistance to damage from nonmagical Weapons. The only Actions you can take in this form are the Dash action or to revert to your normal form. Reverting takes 1 minute, during which time you are Incapacitated and can't move.

Glyph of Ri'zen

While you have the glyph of Ri'zen summoned you can use a bonus action to see air currents and intuitively gauge their speed.

You can activate the Glyph of Ri'zen as an action to gain control over the air currents around you, increasing their speed to aid in your protection.

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Your attacks carry with them additional swirling wind that damages enemies. Creatures you hit with a melee attack must succeed a constitution saving throw or take an additional bludgoening damage equal to one roll of your Aetherian Die.





Glyph of Skyr

While you have the Glyph of Skyr active you are able to protect your mind from intrusion. You are immune to the effects of Ud'sit and Vetek and you cannot be charmed, you are also able to project an invisible “cloud” around you in a 20ft radius that grants advantage to being charmed to all inside as well as hiding them from divination magic and detection by the Heldat Glyph.

AETHERIAN | GLYPHS

God Glyphs

These glyphs are the names of gods inscribed to give power. There are more than just the glyphs listed however these glyphs do need to be created by a god, so it can be used.

Glyph of Lerasium

The Glyph of Lerasium is a pure white glyph that pulses softly. This glyph can be gifted to one individual in the Aetherian's life time to give them access to the power of Glyphs.

Once gifted activating the Glyph of lerasium grants the ability for you to multiclass into the Aetherian class. In addition, you gain access to one random basic glyph for 1d4 days.

Glyph of Atium

This Glyph is inscribed in a reflective, silvery color, so much so that it almost appears to be formed from liquid. Activating the glyph of atium grants the Aetherian the ability to see into the future by a few seconds.

While you have the Glyph of Atium active, you can't be surprised and have advantage on Attack rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on Attack rolls against you and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Glyph of the Founder

The Glyph of the Founder is a matte black Glyph that smudges very easily but instatly returns to its original shape. This glyph provides insight into new applications of power.

When the Glyph of the Founder is active you gain an additional enhancement for each glyph you also have active during the same time.


Glyph of Caldinum

The Glyph of Caldinum is a lightly green colour with an almost transparent quality to it. This glyph can be gifted or used only once in the Aetherian's life time to create anything from their imagination.

When the Glyph of Caldinum is activated you can create one object or creature. It can be anything you can think of, which is formed from mist slowly each night. The complexity of the request determines how long it takes. A powerful object, or a sentient creature can take a lifetime to form or it could take only 100 days.

Glyph of the Mist Mother

While you have the Glyph of the Mist Mother summoned you can activate it as an action to take control of the weather within 5 miles.

When you activate the Glyph, you change the current weather Conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d6 x 10 minutes for the new Conditions to take Effect. Once they do so, you can change the Conditions again. After 1d4 + 6 hours, the weather gradually returns to normal.

When you change the weather Conditions, find a current condition on the following tables and change its stage by two, up or down. When changing the wind, you can also change its direction.

Precipitation

Stage 1 - Clear
Stage 2 - Light clouds
Stage 3 - Overcast or ground fog
Stage 4 - Rain, hail or snow
Stage 5 - Torrential rain, driving hail or Blizzard

Temperature

Stage 1 - Unbearable heat
Stage 2 - Hot
Stage 3 - Warm
Stage 4 - Cool
Stage 5 - Cold
Stage 6 - Arctic cold

Wind

Stage 1 - Calm
Stage 2 - Moderate wind
Stage 3 - Strong wind
Stage 4 - Gale
Stage 5 - Storm

AETHERIAN | GOD GLYPHS & CHARGES

Aetherian Tattoos

Tattoo Attunement

To attune to a tattoo, you hold an Aetherian Tattoo Needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.

Absorbing Tattoo

Wondrous item (tattoo), very rare (requires attunement)

This tattoo incorporates designs that emphasize one color more than others. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

d10 Damage Type Color
1 Acid Green
2 Cold Blue
3 Fire Red
4 Force White
5 Lightning Yellow
6 Necrotic Black
7 Poison Violet
8 Psychic Silver
9 Radiant Gold
10 Thunder Orange

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken.

Once this reaction is used, it can’t be used again until the next dawn.

Barrier Tattoo

Wondrous item (tattoo), rarity varies (requires attunement)

This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.

Rarity ACFillerFillerFillerFillerFillerFillerFillerFillerFillerF
Uncommon 12 + your Dexterity modifier
Rare 15 + your Dexterity modifier (maximum of +2)
Very Rare 18

Tome of Mystical Tattoos

Also available to be chosen are the tattoos contained in the Tome of Mystical Tattoos suppliment by Karl Nicolas.


Blood Fury Tattoo

Wondrous item (tattoo), legendary (requires attunement)

This tattoo evokes fury in its form and colors.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

  • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Bog Frog Tattoo

Wondrous item (tattoo), common (requires attunement)

This tattoo consists of old symbols of the bog, symbols of nature and timelessness.

Leaper. As an action, you can use the tattoo to cast the Jump spell. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn

Coiling Grasp Tattoo

Wondrous item (tattoo), uncommon (requires attunement)

This tattoo has long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for an object or creature you can see within 15 feet of you. A creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Eldritch Claw Tattoo

Wondrous item (tattoo), uncommon (requires attunement)

This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

AETHERIAN | TATTOOS

Ghost Ship's Anchor Tattoo

Wondrous item (tattoo), common (requires attunement)

Your body feels heavier, feet more firmly planted on the ground. While the tattoo is on your skin, you gain advantage against effects that would move you, or knock you prone.

Ghost Sailors Blessing. As an action, you can use the tattoo to cast the Armor of Agathys spell. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dusk

Ghost Step Tattoo

Wondrous item (tattoo), rare (requires attunement)

This tattoo shifts and wavers on the skin, parts of it appearing blurred.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can’t be grappled or restrained.
  • You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Illuminator’s Tattoo

Wondrous item (tattoo), common (requires attunement)

This tattoo contains beautiful calligraphy, images of writing implements, and the like.

Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

Lifewell Tattoo

Wondrous item (tattoo), rare (requires attunement)

This tattoo comprises symbols of life and rebirth. While this tattoo is on your skin, you have resistance to necrotic damage.

Death Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can’t be used again until the next dawn.


Mark of the Flock

Wondrous item (tattoo), uncommon (requires attunement) This tattoo is of several birds, be they crows, parrots or eagles.

Instant Murder. As an action, you can use the tattoo to summon a Swarm of Ravens (MM pg 339) within 5 feet of the wearer. The ravens persist until killed or until 10 minutes have passed, at which point they dissappear into smoke. The ravens follow the wearer's every mental command, and act on the wearer's initiative. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.

Masquerade Tattoo

Wondrous item (tattoo), common (requires attunement)

This tattoo appears on your skin as whatever you desire.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Misted Tattoo

Wondrous item (tattoo), common (requires attunement)

This tattoo is made up of intricate swirls and tendrils of mist. You have a magical connection to mists, fog and similar phenomena. While in fog or mists, you have advantage on saves against effects that would Frightened or Charm you. In addition, nonmagical fog or mists cannot cause you to become lost while travelling.

Shadow Brand Tattoo

Wondrous item (tattoo), very rare (requires attunement)

This tattoo is dark in color and abstract.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Minor Glyph Tattoo

Wondrous item (tattoo), rare (requires attunement)

This tattoo shifts in accordance to its current state, a green-yellow for Zinc and an orange-red for Pewter. You can switch the form this glyph takes to recieve one of the following benefits:

  • Zinc Tongue. You have advantage on Charisma (Deception), and Charisma (Persuasion) checks.
  • Pewter Body. You have advantage on Charisma (Intimidation) checks, and Strength (Intimidation) checks.

AETHERIAN | TATTOOS

Aetherian Multiclassing

Should you wish to multiclass into a Aetherian, the prerequisites and proficiencies gained are listed below.

Aetherian Multiclassing Prerequisites

Ability Score Minimum
Dexterity 13 and Intelligence 13


Lineage or Lerasium
You must also have been gifted the Glyph of lerasium or have a person in your family having done so, however long ago that may be.

Aetherian Multiclassing Proficiencies

Proficiencies Gained
Light armor, shields, simple weapons, one skill from the class's skill list.

Glyph Charage Duration

Glyph ACTIVATION TIME/CHARGE
Steel 10 minutes
Iron 10 minutes
Pewter 30 second
Tin 1 hour
Ud'sit 10 minutes
Vetek 10 minutes
Prevolat 6 Seconds
Heldat 30 minutes
Duralumin Instant
Mithral Instant
Adamantine Instant
Chromium Instant
Zamek Instant
O'parit 1 hour
Ri'zen 1 minute
Skyr 30 minutes
Lerasium Instant
Atium 30 Seconds
Founder 30 Seconds
Caldinum Instant
Mist Mother Instant

Items of an Aetherian

Some of the items used by men and women are ill suited to the particular skills and temperament of an typical Aetherian. Such things include garmets that work better in the indestinct clouds of mist or weapons that lack a metal component, to ensure stealth around other Aetherians. Such items can be crafted by an Aetherian Only.

Item Cost
Item Material Cost
Mistcloak 40gp
Obsidian Weapons Weapon Cost +20gp
Runner's Blade Cannot be crafted

Mistcloak

Item (cloak), Uncommon

A hooded garment that consists of ribbonlike strips of dark gray cloth sewn together at the shoulders and chest. It is constructed to come free when pulled.

While you are wearing this cloak in mists or fog you gain 1d4 to any Dexterity (Stealth) and (Charisma) Intimidation checks.

Crystal Weapons

Item (weapon), Uncommon

Crystal weapons can be made with no metal on them, however they are also prone to breaking due to their brittle nature.

An Crystal weapon retains its properties as if it were a normal weapon, but a weapon that would normally weigh 3lbs or more cannot be made into an Crystal variant. When a natural 1 is rolled on an attack roll with an Crystal weapon, the weapon breaks regardless of if the attack ultimatly hits or not.

AETHERIAN | MULTICLASSING, CHARGES & ITEMS

The Runner's Blades

Weapon (Longsword), Artifact (Requires Attunement by a creature that the swords aspect aligns with)

Only nine of these blades exist. Each is patterned after the legendary sword wielded by the Founder of Uruk, which is known as the Sword of Founding. Each of the Runner's Blades have a flared section near the shoulder that holds a unique rune carved into it that represents one of the Basic Glyphs and a different gem that makes the pommel.

You gain a +2 bonus to attack and damage rolls made with this sword in addition you gain access to one of 8 Basic Glyphs. Holding one that doesn’t match your alignment causes you to take half the damage dealt in psychic damage and you are unable to use the power of Glyphs.

Sword of... Alignment Gem
Steel Lawful Good (Righteous) Aquamarine
Iron Chaotic Good (Transcendent) Amethyst
Pewter Lawful Evil (Ascendant) Sunstone
Tin Chaotic Evil (Sybaritic) Diamond
Ud'sit Neutral Evil (Ambitious) Emerald
Vetek Neutral Good (Humane) Garnet
Prevolat Lawful Neutral (Orthodox) Spinel
Heldat Chaotic Neutral (Autonomous) Sapphire

Power of Glyphs

Each of the swords holds one of the basic Glyphs. They can be invoked when the sword is drawn or sheathed but the sword must be on your person. The rules of each of the Glyphs can be found under "The Basic Metal Glyphs".

Each sword holds 4 charges of its glyph and regains 1d4 charges daily at dawn.

Aspect Connection

Each of the swords speak Urukan, and slowly learns the languages of any person that attunes to it. The swords project an aspect of themselves that always appears to the wielder and they can choose whether to appear to others.

The swords instantly recognize someone that aligned with them and will allow them to attune to the weapon; however, it can choose to be wielded by one that doesn’t match. Such a wielder is called a Mesalier. The second founder, called the Forerunner can also wield all blades of the nine runners as well as the original founder’s blade. The blades can choose to restrict power as they see fit, to a minimum of a +1 longsword.


Mesalier Glyph Enhancement

A user that is able to use bond to and use two of the runner’s blades at once. Such a person is known as a Mesalier after the first person to do so. When used in conjunction with one another the swords can create a resonance that results in the wielder being able to use one of the 8 advanced glyphs.


Steel and Iron grants the glyph of Duralumin
Iron and Pewter grants the glyph of Mithral
Pewter and Tin grants the glyph of Adamantine
Tin and Ud’sit grants the glyph of Chromium
Ud'sit and Vetek grants the glyph of Zamek
Vetek and Prevolat grants the glyph of O'parit
Prevolat and Heldat grants the glyph of Ri’zen
Heldat and Steel grants the glyph of Skyr

Enhancement

Using one the blades power for a long enough time will result in the gaining of an enhancement with that Glyphs power. Most gain this within their first month of fully bonding with their blade. Enhancements are detailed under their corresponding Glyph in the Aetherian class. You can only have one Enhancement gained in this way.

Sword of Steel's Aspect

This blade has an aspect of a Lawful Good (Righteous) woman, named Amabella. She seems to be wearing half plate when she projects herself. She gives off no light but has a light blue glow. Her Intelligence is 13, Wisdom 8 and Charisma 16, and she can see and hear normally.

She values conformity and is against actions that are likely to harm others. She acknowledges having self-discipline, being polite and honouring parents and elders as key aspects of life. As well as enhancing the welfare of those around her and her friends. Being helpful, responsible, forgiving, honest, loyal, and having mature love for others and true friendships.

Sword of Iron's Aspect

This blade has an aspect of a Chaotic Good (Transcendent) man, named Barrin who projects himself wearing splint. He gives off no light but has a deep purple glow. His Intelligence is 11, Wisdom 10 and Charisma 11, he sees and hears normally.

Barrin is an advocate for independent thought and action; choosing, creating, exploring. He values freedom, creativity, independence, choosing one's own goals, being curious and having self-respect. In addition to being understanding, appreciative, tolerant, and protective for the welfare of all people and for nature. He wants to advance equality, be one with nature, gain wisdom, fill the world with beauty, advance social justice, help others be broad-minded, protect the environment, and see the world at peace.

AETHERIAN | ITEMS

Sword of Pewter's Aspect

This blade has an aspect of a Lawful Evil (Ascendent) man, named Eder who normally wears full plate armour with no helm. He gives off no light but has a deep orange-gold glow. His Intelligence is 12, Wisdom 12 and Charisma 14, he sees and hears normally.

He values power and security, he believes himself and his wielder to be the best to retain dominance over people and resources. He strives for his wielder to have social power, wealth, and authority, preserving their public image, and having social recognition. As well as the safety, harmony, and stability of society, relationships, and of self. He is concerned greatly with ensuring national security, reciprocation of favours, ensuring family security, having a sense of belonging and preserving the social order.

Sword of Tin's Aspect

This blade has an aspect of a Chaotic Evil (Sybaritic) man, named Gian wearing a breastplate. He has an ethereal white glow that gives off no real light. His Intelligence is 11, Wisdom 13 and Charisma 9, he has Darkvision to 60 feet and hears twice as far as a normal person.

Gian is the only aspect that could be considered ‘selfish’ to an extent. He values pleasure and sensuous gratification for oneself. He wants himself and the wielder to experience pleasure and enjoy life.

Sword of Ud’sit's Aspect

The Blade has an aspect of a Neutral Evil (Ambitious) man, named Amory wearing studded leather. He gives off no light but has a deep green glow. His Intelligence is 13, Wisdom 10 and Charisma 10, he sees and hears normally.

Amory advocates personal success through demonstrating competence according to social standards. He values being ambitious, influential, capable, successful, intelligence, and having self-respect. As well as placing social status and prestige in high regard. He likes to have control or dominance over people and resources and values having social power, wealth, and authority, and having social recognition.

Sword of Vetek's Aspect

This blade has an aspect of a Neutral Good (Humane) woman, named Irina wearing leather. She gives off no light but has a red glow. Her Intelligence is 9, Wisdom 11 and Charisma 16, she sees and hears normally.

Irina believes in enhancing the welfare of those in the same group as her. She values being helpful, responsible, forgiving, honest loyal, and having mature love for others and true friendships. But she also appreciates understanding, appreciation, tolerance, and protection for the welfare of all people. With further valuing of advancing equality, filling the world with beauty, advancing social justice, being broad-minded, and see the world at peace.


Sword of Prevolat's Glyph

This blade has an aspect of a Lawful Neutral (Orthodox) man, named Ixion wearing a gambeson. He gives off no light but has a soft pink glow. His Intelligence is 12, Wisdom 14 and Charisma 9, he sees and hears normally.

Ixion values safety, harmony, and stability. Placing value in national security, family security, and preserving the social order. As well as being respectful, committed, and accepting of the customs and ideas that traditional culture or religion provide. Respecting tradition, being devout, accepting one's own portion in life, being humble, and taking life in moderation are important to him.

Sword of Heldat's Aspect

This blade has an aspect of a Chaotic Neutral (Autonomous) woman, named Taruh wearing A breastplate. She gives off no light but has a strong yellow glow. Her Intelligence is 10, Wisdom 14 and Charisma 8, she sees and hears normally.

Taruh values independence in both thought and action; freedom, creativity, independence, and choosing one's own goals are paramount to her. But she also seeks excitement, novelty, and challenge in life. She strives for an exciting and varied life, being daring.

AETHERIAN | ITEMS

Homebrew to Mistborn Glossary

Many of the abilities for this class, and even the class name itself has been adapted from Brandon Sanderson's Mistborn powers. As such if you want to avoid the changed names I have a list for you that links the more Dungeons and Dragons "friendly" terms and those that are directly from mistborn.

Aetherian = Mistborn

Glyphs = Metals

Preparing Glyphs = Preparing Vials of Metal

Summoning Glyphs = Drinking Metals

Activating Glyphs = Burning Metals

Glyphs

1 Iron = Iron

1 Steel = Steel

1 Pewter = Pewter

1 Tin = Tin

1 Ud'sit = Brass

1 Vetek = Zinc

1 Prevolat = No Equivalent

1 Heldat = Bronze

1 Duralumin = Duralumin

1 Mithral = No Equivalent

1 Adamantine = No Equivalent

1 Chromium = Chromium

1 Zamek = No Equivalent

1 O'parit = No Equivalent

1 Ri'zen = No Equivalent

1 Skyr = Copper

1 Lerasium = Lerasium

1 Atium = Atium

1 the Founder = No Equivalent

1 Caldinum = No Equivalent

1 the Mist Mother = No Equivalent

Art Credit

Page 1

“Vin – Mistborn” - Elizabeth Peiró

Page 2

Price of Betrayal by Ryan Yee

Page 3

“Ruin/Ati” by Kyle Pearson

Page 4

“Mistborn - 4 covers in 1 artwork” by DominikBroniek

Page 5

“Steel Inquisitor” by Shiraz Domingo

Page 6

“Baldur” by Sketchy-Linez

Page 8

“Arlen Bales” by Lauren K. Cannon

Page 10

“Spook” by Ben McSweeney

Page 12

“The Ascendant Warrior - Vin” by Miranda Meeks

Page 14

“Mistborn: Kelsier and Vin” by Giselle Almeida

Page 15

“The Mistborn” momohunter.blogspot.com

Page 18

“Ruin and Preservation” by u/BetweenSkyAndSea