Aethershaped

Created by the Aetherend Magi in arcane ruins and demiplanar dungeons, where spell experimentation resulted in magical mutations in those they had sequestered away from the world. The Aetherend Magi were a conspiratorial cabal of spellcasters devoted to the Scions of Creation, entities of the Aethereal Plane, and those which brought the Sundering. The Magi sought to withhold magic from the world as they believed magic, was a finite resource and should only be used by them and their followers. Though their greatest adherent was ultimately proved right as a prophet of the Sundered Age, the Aetherend Magi would fail in their wish for the apocalypse.

Those who had known nothing but bondage by the Magi, as the Sundering broke magical bonds as ancient as the world. The Aethershaped began to rise up, whole populaces that were expected to serve as an army to the Aetherend Magi, found themselves awakened to a world in cataclysm. They overthrew their Magi masters and made their secrets their own. The Aethershaped are a people out of time, and place in the world. The Aetherend Magi had secrets and station in all lands. From the Tabulas of Synstasia to the deepest dungeon in the Nether Depths. More Aethershaped are found and emerge with each passing day.

When playing an Aethershaped you choose your initial race from any from Kyme’s Age of the Pact: Celehim, Dark Elf, Divifiend, Draconic, Dwarf, Eldritch, Eleman, Human, Lycan, or Vampire. Then apply the Aethershaped traits found below.

Aethershaped Traits

Ability Score Increase. One ability score increased by your race, can instead increase a different ability score.

Age. Aethershaped by the nature of the magic that gave them their otherworldly power, so too consumes them. As an Aethershaped your life span is halved.

Alignment. The Aethershaped are the result of captive populaces, their views are as varied as their magic. Their place in the world drives them towards chaotic views.

Death. The Aethershaped are peoples of all races and creeds and no plane holds sway over them

Size. You are the same size your initial race is.

Speed. You have the same speed and movement as determined by your initial race.

Aethershape. You select up to two of the following traits, replacing primary traits from your race or subrace. You gain an additional trait when you reach 8th level and another at 14th level. You can work with your DM on additional Aethershape options for your character.

Languages. You know Common and two other languages.

Aethershape

Arcana Eyes. You can use your action to sense magical objects or effects within 15 feet of you. Sensing them on the ethereal plane or in containers, except those that are lead lined, no more than 1 foot thick.

Arcane Alleviation. Your arcanic form makes you resistant to force damage, and any force damage you take, you gain a number of temporary hit points equal to the damage roll.

Bonded Armaments. You can spend 8 hours focusing on a weapon or armor to have it become bonded to you. The bonded weapon and armor can then be dismissed into an extradimensional space or recalled, instantly donning or wielding it. You can use an action to dismiss and don a bonded set of armor. You can use a bonus action to dismiss or wield a weapon. You can have a number of armors and weapons bonded to you equal to your proficiency bonus. If you are ever more than 60 feet from a bonded armor or weapon, this breaks the bond.

Bound Magical Immunity. As a reaction you can choose to be immune to the effects of a spell of a level equal to your proficiency bonus. Once you use this trait you cannot use it again for a number of days equal to the level of the spell you chose to be immune to.

Compound Gaze. Your eyes emit a mind altering magic. When a creature within 15 feet of you is taking the Attack, Dash, Disengage, Dodge action, if they can see you, you can use your reaction to have the creature make a Charisma saving throw (DC equals 8 + Int/Wis/Cha Modifier + proficiency bonus). On a fail you choose the action they take instead.

Displaced Defense. As part of your movement on a turn you are able to shift your form between points, giving a creature lacking blindsight disadvantage on any attack roll against you. You can use this trait for 1 minute, choosing when it is active. Regain its use on a long rest.

Energy Anatomy. Your blood runs with evocation energy. When you are hit by a melee attack, the attacker takes damage equal to your proficiency bonus, but no more than once per turn. The type of damage is chosen based on your level. At1st level you may choose acid, cold, fire lightning, poison, thunder. At 10th level you may choose from force, necrotic, radiant, psychic.

Extruded Ammo. At the end of a long rest. You are able to push out from your body a number of spines that can be used as arrows, bolts, daggers, or darts. You have a number of these equal to your Constitution modifier + your proficiency bonus. These gain a bonus to damage rolls equal to half your proficiency bonus (rounded down). The spines become unusable after hitting a creature or object, or grow brittle after 24 hours.

Injurious Insight. When creature is below its hit point maximum, as a bonus action you can choose to gain advantage on your attacks you make against the creature on your turn. When you hit with an attack made at advantage you learn its creature type, one damage immunity or resistance it has, and a spell it can cast. Once you use this bonus action, the creature’s attacks have advantage against you until your next turn.

Leeching Grasp. When you grapple a creature you can use your bonus action to leech magic from it. Rolling a d4, the creature you are grappling loses a spell slot equal to the roll. You can use this trait a number of times equal to half your proficiency bonus, regaining the uses at the end of a long rest.

Object Echo. If you have a piece of an object or creature, you can use your reaction to know the direct path to take to that creature or object provided they are on the same plane of existence. Or, so long as they are able to be located by divination magic. You can use this reaction a number of times equal to your proficiency bonus. You regain expended uses upon completing a long rest.

Resounding Shout. You can choose to be heard clearly up to 300 feet away. You can also use an action to have your voice resound around you. Any creature that starts its turn within 10 feet of you takes thunder damage equal to half your proficiency bonus and is deafened. While this effect is active you are deafened and unable to speak or perform the verbal components of spells. At the start of your next turn and subsequent turns you must make a Constitution check, the DC being 5+ the number of rounds you have had this effect active in order to continue using the trait. On a failed check you must wait 10 minutes before you can use this trait again.

Spell Stasis. When you cast a spell, after you make the attack roll or the creatures make the saving throw, but before you roll damage or the spell takes effect. You can choose to hold the spell in stasis as if it had not been cast. You can then choose to release the spell as a reaction within the next minute, expending the same slot that would have been used.

Spellturner. When you succeed on a saving throw against a spell that targets only you, or a spell attack misses you, you can use your reaction to turn the spell back on the caster. You force the creature to make the saving throw or roll the spell attack with it as the target. You can use this on spells up to a level equal to your proficiency bonus. Once you use this trait, you cannot use it again until you complete a long rest.

Suffering Stare. Your eyes are like those of creatures most feared. When you take the attack action or cast a spell, you can choose to look upon a target creature. If the target takes any damage, it takes additional necrotic damage equal to your proficiency bonus.

Yielding Limbs. When you would be reduced to 0 hit points, you can instead fall to 1 hit point and suffer the loss of a limb. The DM determines the lost limb and how the loss of the limb affects the character based on the Lingering Injuries table in the DMG page 272. The limb regenerates after 1d10 days.

Mutated by Magic

The Aethershaped are people taken from the world over the eons and sealed away or experimented upon in order to shape them for what the Aetherend Magi meant to come. They could take a Divifiend and try to free them from their fiendish magics. They took eleman, in attempts to understand and magnify their connection to the elemental magics. All manner of foul ideas and experiments were conducted on captured people across the ages.

Arcane Aspects

The ambition of the Aetherend Magi’s experiments were to focus magic, to create a ceaseless source of it. This led the Aethershaped populations under their enslavement to manifest raw magical traits not seen in nature and beyond any learned capability. Like many beasts and other things made into monstrosities by magical experimentation, the Magi did the same to the Aethershaped. Most every Aethershaped has sigils and arcane runes carved onto their skin, eyes, teeth, even bones as the Magi intended their very bodies to vessels of the aether.

Secret Societies

The Aethershaped, when they supplanted their arcane overlords, they also took their secrets and lairs from them. This has caused the Aethershaped as a rough collective to try to continue finding one another amongst the chaos of the Sundered Age. Though many sites and ruins the world over have been essentially seized by the Aethershaped, for every one that is known, many believe there are a hundred still held in secret by those that lead the Aethershaped collective.