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DALL·E 2023-09-17 21.57

Between the Dreaming and the Aether

The Aetherling Race[]

An Aetherling is a race of giant-like beings that can channel the aether, the mystical energy that flows through the world and connects it to the dreaming, the realm of dreams and imagination. They are called aetherlings because they are born from the aether, the primal energy that sustains and shapes the world and the dreaming. Aetherlings are rare and powerful, capable of manipulating reality with their aetheric abilities. They can create illusions, alter matter, heal wounds, and even travel between the physical and the dreaming realms. Aetherlings are also very sensitive to the emotions and thoughts of others, as they can perceive the aetheric vibrations that emanate from living beings. They may or may not be corrupted - as they are dual beings containing conflicting aspects of the cosmos.

Aetherlings have a humanoid appearance, but they are much larger and more muscular than humans. They have pale skin, glowing eyes, and long hair that changes color depending on their mood and aetheric state. Their hair can also act as a conduit for their aetheric powers, allowing them to shape it into various forms and weapons. Aetherlings usually wear simple and elegant clothes that do not hinder their movements or their connection to the aether.

Aetherlings are a proud and noble race, but they are also very secretive and isolated. They live in hidden sanctuaries in remote locations, where they can study and practice their aetheric arts without interference from other races. Aetherlings value knowledge, creativity, harmony, and freedom above all else. They are generally peaceful and benevolent, but they will not hesitate to defend themselves or their allies if threatened. Aetherlings have a deep respect for the dreaming and its inhabitants, and they often visit it to explore its wonders and mysteries.

Aetherlings are very rare in the world, as they have been hunted and persecuted by other races who fear or covet their power. Many aetherlings have been killed or captured by those who want to use them as weapons or sources of energy. Aetherlings have also suffered from internal conflicts and corruption, as some of them have succumbed to the dark side of the aether, becoming twisted and evil. These corrupted aetherlings seek to dominate or destroy the world and the dreaming, using their power for selfish and destructive purposes.

Aetherlings are an ancient race that has witnessed many events and changes in the world. They have a rich history and culture that spans millennia. They have also interacted with other races in various ways, sometimes forming alliances or friendships, sometimes engaging in wars or conflicts. Aetherlings have influenced and inspired many aspects of art, literature, philosophy, religion, and magic in the world. Aetherlings are also responsible for creating some of the most amazing and mysterious wonders in the world, such as floating islands, crystal cities, dream portals, and more.

Aetherlings are a fascinating race that offers many possibilities for stories and adventures. They are beings of great power and beauty, but also of great danger and mystery. They are connected to both the physical and the dreaming realms, making them versatile and adaptable. They are also rare and elusive, making them intriguing and mysterious. Aetherlings are a race that can challenge, inspire, or awe anyone who encounters them.

The Aetherling race is divided into three distinct sects. Aetheling sects describe physical difference, more than philosophical difference. Those the sects appear different in appearance and the powers they specialize in, all Aetherlings maintain their dual, simulatenous connection to the Dreaming and the Aether. They also favor the aspects associated with their sect, but are not bound to them by code like their kin in lesser orders, such as the Aetherborn.

  • Dreamspring: These aetherlings have a strong connection to the Dreaming, the realm of dreams and imagination. They can manipulate the dreaming and its inhabitants with ease, creating or altering dreams, nightmares, visions, and illusions. They can also travel between the physical and the Dreaming realms at will, or bring aspects of one realm into the other. The Dreamspring are very creative and curious, but also unpredictable and whimsical. They often act on their impulses and emotions, sometimes causing trouble or mischief. The Dreamspring have hair that changes color and shape according to their mood and state of mind.
    • Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
    • Size: Aetherlings are larger than humans, but not as large as true giants. Your size is Medium.
    • Speed: Your base walking speed is 30 feet.
    • Aetheric Sense: You have proficiency in the Insight skill. You can also sense the presence and emotions of living creatures within 60 feet of you that have an Intelligence score of 3 or higher. You can use this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Dreaming Affinity: You have advantage on saving throws against being frightened, charmed, or put to sleep. You also have resistance to psychic damage.
    • Dream Manipulation: You can use your action to create or alter a dream, nightmare, vision, or illusion within 60 feet of you that affects one creature of your choice that you can see. The effect lasts for 1 minute, or until you use this trait again. The target must make an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target perceives the effect as real and acts accordingly. On a successful save, the target recognizes the effect as an illusion and ignores it. The effect can be anything you can imagine, as long as it does not deal damage, grant any benefits, or affect the physical environment. You can use this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Dream Travel: You can use your action to enter or exit the dreaming, the realm of dreams and imagination. When you enter the dreaming, you leave behind a physical body that remains unconscious and vulnerable until you return. When you exit the dreaming, you reappear in the same spot as your physical body, or in the nearest unoccupied space if that spot is occupied. While in the dreaming, you can perceive and interact with its inhabitants and features as if they were real. You can also travel between different locations in the dreaming by following your intuition or using a familiar object or person as a guide. However, you are also subject to the dangers and hazards of the dreaming, such as hostile creatures, traps, paradoxes, and nightmares. You can use this trait once per long rest.
  • Heartfactor: These Aetherlings have a strong connection to the matter aspect of the aether, which allows them to manipulate physical substances and forms. They can shape or transform any nonmagical object or creature within their reach, altering its size, shape, color, texture, or composition. They can also create new objects or creatures out of thin air, as long as they have seen or touched something similar before. Heartfactors are very resourceful and inventive, but also pragmatic and cautious. They prefer to use their abilities for practical purposes, such as crafting, repairing, or improving things. Shapers have hair that is solid and metallic, resembling various metals or minerals. It still changes color based on their temperament and is still used to spawn their weapons.
    • Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
    • Size: Aetherlings are larger than humans, but not as large as true giants. Your size is Medium.
    • Speed: Your base walking speed is 30 feet.
    • Aetheric Sense: You have proficiency in the Investigation skill. You can also sense the properties and composition of any nonmagical object or creature within 60 feet of you that you can see. You can use this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Matter Affinity: You have advantage on saving throws against being poisoned or petrified. You also have resistance to acid damage.
    • Shape Matter: You can use your action to shape or transform any nonmagical object or creature within your reach that weighs no more than 100 pounds. You can alter its size, shape, color, texture, or composition, as long as you maintain its mass and volume. You can also create a new object or creature out of thin air, as long as you have seen or touched something similar before. The effect lasts for 1 hour, or until you use this trait again. The target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is affected by your shaping. On a successful save, the target resists your shaping. You can use this trait a number of times equal to your Strength modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Shape Self: You can use your action to shape or transform your own body, altering your size, shape, color, texture, or composition. You can also assume the form of any Medium or smaller creature that you have seen before. The effect lasts for 1 hour, or until you use this trait again. While in another form, you retain your game statistics and ability to speak, but your equipment does not change with you. You can use this trait once per long rest.
  • Lifesprings: These aetherlings have a strong connection to the life aspect of the aether, which allows them to manipulate the vital energy and health of living beings. They can heal wounds, cure diseases, enhance abilities, or even revive the dead with their touch. They can also harm or weaken their enemies by draining their life force or inflicting ailments. Healers are very compassionate and altruistic, but also wise and discerning. They use their abilities for the benefit of others, but they also know when to withhold or withdraw their healing. Healers have hair that is soft and organic, resembling various plants or animals.
    • Ability Score Increase: Your Wisdom score increases by 2, and your Dexterity score increases by 1.
    • Size: Aetherlings are larger than humans, but not as large as true giants. Your size is Medium.
    • Speed: Your base walking speed is 30 feet.
    • Aetheric Sense: You have proficiency in the Medicine skill. You can also sense the health and condition of any living creature within 60 feet of you that you can see. You can use this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Life Affinity: You have advantage on saving throws against being paralyzed or stunned. You also have resistance to necrotic damage.
    • Heal Life: You can use your action to touch a creature and heal it for a number of hit points equal to 1d8 + your Wisdom modifier. Alternatively, you can cure the target of one disease or condition affecting it. The condition can be blinded, deafened, paralyzed, poisoned, or stunned. You can use this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Harm Life: You can use your action to touch a creature and deal necrotic damage to it equal to 1d8 + your Wisdom modifier. Alternatively, you can inflict the target with one disease or condition of your choice. The condition can be blinded, deafened, paralyzed, poisoned, or stunned. The target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the target is affected by the disease or condition for 1 minute. On a successful save, the target is unaffected. You can use this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

The Aetherite Theomachy, Schism, and Heresy[]

The Aetherites[]

The name of the original, founding aetherlings is the Aetherites. They are considered of a greater order than the Aetherlings who descended from them. Aetherites are awakened, not born. These original Aetherites are considered the covenantal children of the Allmind - the first and most powerful beings that were born from the aether itself, according to the Aethereon. The Aetherites were able to master all three aspects of the aether and the Dreaming, and they were revered and respected by other races in both realms. The Aetherites were also the ones who created the first sanctuaries, settlements, and wonders of the Aetherborn, such as the floating islands, the crystal cities, and the dream portals. The Aetherites were also the ones who communicated with the slumbering Allmind, and learned some of its secrets and mysteries. This primordial communion had profound and wonderous effects on Aetherite culture and being - and it eventually led to profane externalities. The Aetherites continue to this day, existing between the Dreaming and the Aether - those their numbers are greatly diminished by the three heresies that emerged among them, causing schism and ultimately theomachy. These schisms persist, with each of these Aetherite sects claiming a new place in the Aethereon below the first order of the original Aetherites.

The Aetherna[]

The Aetherites also faced many challenges and threats, both from within and without. Some of them became corrupted by the dark side of the aether, and turned into evil and destructive beings. Corrupted by the nightmares that seeped in from the Dreaming, these Aetherites were known as the Aetherna, and they waged war against their former kin and allies. They exuded the sinister aspects of the the Dream, their essence encased in nightmare. They broke covenant - looking connection the aether and retreating to the Dreaming - where they continue to work woe upon the minds, dreams, hopes and fears of those lit with the spark of consciousness across the AE. The Aetherna were greatly weakened in their theomachy - but still remain in larger numbers than their other rebellious cousins. This is considered profane and taboo amidst those faithful to the Aethereon - to interfere with the consciousness that the Allmind has awakened from slumber.

The Aetherata[]

Some of Atherlings also became obsessed with their power and pride, and tried to dominate or enslave other races or factions. These tyrannical Aetherata caused much suffering and oppression in both realms of aether and the Dreaming. Taking on negative aspects of the The Form, their very being frayed by elemental entropy. They also broke covenant, severing their connection the Dreaming and being cast beyond the aether to focus on dominating and bending creative force into destructive force - wracking the fabric of reality with world shaking calamity. This is considered blasphemy in the highest against the Aethereon - undoing what the Allmind has declared done. The Atherata theomachy was considerably more successful than the Aetherna, despite losing most of their number and being exiled into the Aether. Those who did survive being cast beyond the aether were uniquely positioned to take advantage of the Deep Aethers power - becoming masters of its mysteries.

The Atheraya

Some of the original Aetherites also became isolated and withdrawn, and lost their connection to the aether and the dreaming. These faded Aetherites were known as the Aetheraya, and they became weak and vulnerable to their enemies. They didn't break, but rather lost covenant - being severed from both the Dreaming and the Aether due to their antipathy toward the creative urge of the Allmind. Whereas their cousin heresies lead to direct theomachies and were a strong reaction to the urges of the Allmind within the Aetherites - the Ateheraya responded by completely checking out to pursue their own ends. To ignore the primordial urge to dream, aspire, create and achieve is antithetical to the character of the Allmind and considered anathema. They eventually disappeared from both realms, settling within the Material Plane where these exist as beings of immense omni-elemental power and ever-so-faint ties back to the Dreaming and Aether. The Atheraya are the most present to the Aetherborn who primarily inhabit the Prime Material - but still commune in limited ways with the Dreaming and the Aether.

The Allmind ( Zakulti Sameyu)[]

The slumbering mind of the creator in the Aethereon religion is called, Zakulti Sameyu, or Allmind. The Allmind is the source and origin of the aether and the dreaming, and by extension, of the world and the Aethereon. The Allmind is a mysterious and powerful entity that is said to be dreaming the cosmos into existence, but also unaware of its own nature and role. It is neither good nor evil, neither male nor female, neither singular nor plural. The Allmind is beyond any comprehension or definition. The title "Slumbering Allmind" implies that this creator is a being that encompasses and transcends all forms of intelligence and consciousness, both in the world and in the dreaming. The name also implies that the creator is asleep, but not unconscious, and that its dreams are the source of all reality and possibility. It emphasizes the creator’s power and mystery, as well as its potential and challenge.

The Allmind is revered and respected by the Atherlings, but also feared and questioned. They believe that the Allmind is their creator and parent, but also their destiny and challenge. All Atherling sects seek to communicate with the Allmind, to learn from its dreams and secrets, and to awaken or influence it. They also wonder about the purpose and meaning of the Allmind's dream, and whether they are part of it or apart from it.

Zakulti Sameyu is the ultimate mystery and mystery of the Aetheling religion.

The Aethereon[]

The Aethereon is the religion of the Aetherborn, the descendants of the original Aetherlings who were created by the aether itself. They are born, not awakened. Since the Aetherborn are considered a lesser order, their beliefs and culture are more concrete and tied to the principles of the Prime Material. In that way, the Aethereon lays out a more tangible philosophy, cosmology, structure and purpose for creation. It is also belief system and set of assumptions about the cosmos that favors the order over chaos, but also celebrates the urges of the creator as positive aspects of progress toward order - creativity, inspiration, and craft. The acts of creativity, creation, and created are assumed to be one.

The Aethereon has a complex and diverse structure, reflecting its different aspects and factions. The Aethereon has no central authority, but rather relies on a network traditions, taboos and beliefs to reinforce its order. Various circles have formed in attempts to govern. These groups often cooperate or compete with each other, depending on the situation and the goals involved. The Aethereon also has various rituals, ceremonies, festivals, symbols, scriptures, legends, and myths that celebrate and honor its aspects and its history.

The Aethereon traces its origin back to the Dreaming, where it claims that the first aetherlings were born from the aether itself. According to the Aethereon, the aetherlings were created by the slumbering creator as its children or companions in its lonely dream. The aetherlings inherited some of the creator’s power over the aether and the dreaming, but they also developed their own personalities and preferences. Some of them preferred to stay in the dreaming, while others ventured into the world. Some of them focused on one aspect of the aether more than others, while others balanced all three aspects equally. Over time, these differences led to conflicts and divisions among the aetherlings, as well as interactions and alliances with other races in both realms.

The Aethereon believes that its purpose is to reconnect with its origin in both senses: to reconnect with its source in the aether, which is seen as both divine and natural; and to reconnect with its creator in the dreaming, which is seen as both mysterious and familiar. The Aethereon hopes that by doing so, it can achieve enlightenment and harmony with both realms, as well as with itself.

Aethereon Orders:[]

The Aethereon is also the order and authority of the Aether and the Dreaming, which determines the rank and role of each Aetherborn and Aetherling. The Aethereon is based on the origin, affinity, and corruption of each group, as well as their power, skill, and achievement. It is similar to the Ordning, but it is more complex and dynamic, as it allows for more variation and competition among the Aetherborn and the Aetherlings. The Aethereon is also more mysterious and mystical, as it is influenced by the slumbering mind of the creator, the Allmind.

  1. Atherite: Highest order, affinity to Aether and Dreaming and Allmind, not corrupted. Awakened by the Allmind. Exist simultaneously in the Dreaming and Aether.
    1. Atherna: Atherites with an affinity to the Dreaming, corrupted, rebelling against the Allmind. Trapped in Dreaming.
    2. Atherata: Atherites with an affinity to the Aether, corrupted, rebelling against the Allmind. Exiled to Deep Aether.
    3. Atheraya: Atherites with no affinity, antipathetic to the Allmind. Omni-elemental. Faded into the Material Plane.
  2. Atherling: Second highest order, born to the Aetherites, affinity to the Allmind. May or may not be corrupted - as they are dual beings containing conflicting aspects of the cosmos. Exist simultaneously in the Dreaming and Aether.
    1. Dreamspring: Atherling with affinity to the Dreaming.
    2. Heartfactor: Atherling with affinity to the Aether.
    3. Lifewell: Atherling with affinity to the Prime Material and elemental powers.
  3. Assurim: Third highest order, born to Atherna, Atherata or Atheraya parents. Considered born into rebellion against the Allmind. May or may not be corrupted - as they are dualing beings containing aspects of cosmic conflict. Exist in the realm of their parents, Dreaming, Aether OR Material Plane.
  4. Aetherborn: Giantlike Descendants of Aetherlings born into the Material Plane, now permanently living there. Affinity with the Allmind. Existing solely in the Prime Material, but with weak connections to the Aether and Dreaming.
    1. Dreamers: Aetherborn with connection to the Dreaming
    2. Shapers: Atherborn with connection to the Aether
    3. Healers: Atherborn with connection to Prime Material
  5. Assuru: Giantlike descendants of Assurim, they have found their way to the Material Plane and display a weak affinity to their Assurim forebears. Considered to be born into rebellion against the Allmind - may or may not be corrupted. Containing dualing cosmic characteristics. May have a weak connection to the Dreaming, Aether or Prime Material, depending on their lineage.

The Aether[]

The Aethereon is based on the belief that the world and the dreaming are both manifestations of the aether, the primal energy that flows through everything and connects everything. The Aethereon teaches that the aether is the source of all life, power, and creativity, and that by channeling and mastering the aether, one can achieve enlightenment and harmony with the cosmos.

The Aethereon views the aether as the mind of the creator, rather than its energy or essence. The aether is seen as the medium through which the creator communicates and manifests its dreams, and also as the means by which the Aetherborn can access and influence the creator’s mind.

The Dreaming[]

The Aethereon views the Dreaming as the realm of the creator’s subconscious, rather than its imagination or expression. The Dreaming is seen as a reflection of the creator’s hidden desires and fears, and also as a source of insight and inspiration for the Aetherborn.

The World[]

The Aethereon views the world as the realm of the creator’s conscious, rather than its creation or experiment. The world would is seen as a projection of the creator’s awareness and intention, and also as a test and opportunity for the Aetherborn.

Awakening the Creator[]

The Aethereon might view their purpose as awakening or enlightening the creator, rather than reconnecting or harmonizing with it. The Aethereon would seek to stimulate and challenge the creator’s mind, and also to learn from and share its wisdom.

The Three Aspects of the Aethereon[]

The Aethereon has three main aspects, each corresponding to a different facet of the aether and the dreaming. These aspects are:

  • The Dream: This aspect represents the dreaming, the realm of dreams and imagination. The Dream is where anything is possible, where one can create or alter reality with one’s thoughts and emotions. The Dream is also where one can communicate with the slumbering creator, the mysterious entity that is said to be dreaming the world and the aether into existence. The followers of this aspect are called Dreamers. They seek to explore and expand the Dreaming, and to express their creativity and freedom through their aetheric arts. They also hope to awaken or influence the creator, and to learn from its dreams. Dreamers are adept at creating and altering illusions and enchantments, using their imagination and willpower. Illusionists value creativity, freedom, and wonder.
  • The Form: This aspect represents the matter, the physical substance and form of the world. The Form is where everything is tangible, where one can shape or transform reality with one’s hands and tools. The Form is also where one can interact with the world and its inhabitants, and where one can leave behind a lasting legacy. The followers of this aspect are called Shapers. They seek to improve and protect the world, and to use their abilities to craft and maintain their creations and defenses. They also respect and preserve the natural order and balance of the world, and avoid disrupting or destroying it. Shapers are skilled in creating and manipulating magical devices and constructs, or crafting with stones, metals or precious gems, using their knowledge and ingenuity. Shapers value resourcefulness, pragmatism, and stability.
  • The Life: This aspect represents the life, the vital energy and health of living beings. The Life is where everything is alive, where one can heal or harm reality with one’s touch and will. The Life is also where one can empathize with others and oneself, and where one can nurture and grow. The followers of this aspect are called Healers. They seek to balance and harmonize both the world and the dreaming, and to use their abilities to heal and nurture their surroundings and allies. They also value compassion, wisdom and altruism, and avoid causing or suffering unnecessary pain or harm.

The Aetherborn[]

These three groups (Dreamers. Healers and Shapers) are collectively called the Aetherborn, as they are all descendants of the original aetherlings who were created by the aether itself. The Aetherborn have a complex and diverse relationship with each other, as they share a common origin and heritage, but also have different affinities and perspectives.

The Aetherborn are divided into three main sects, based on their alignment and goals. The Dreamers are those who follow the Dream, and seek to explore and expand the dreaming, the realm of dreams and imagination. They value creativity, freedom, and wonder, but also tend to be impulsive, chaotic, and irresponsible. The Shapers are those who follow the Form, and seek to improve and protect the physical world, using their abilities to shape matter and form. They value resourcefulness, pragmatism, and stability, but also tend to be cautious, conservative, and rigid. The Healers are those who follow the Life, and seek to balance and harmonize both the physical and the dreaming realms, using their abilities to heal life and health. They value compassion, altruism, and wisdom, but also tend to be discerning, reserved, and detached.

The Aetherborn sects often cooperate or compete with each other, depending on the situation and the interests involved. Sometimes they form alliances or friendships, sometimes they engage in wars or conflicts. The Aetherborn sects also have different relationships with other races in the world, ranging from friendly to hostile. The Aetherborn sects are not monolithic or homogeneous, however, as there are also individuals or groups who do not fit into any sect, or who switch sects over time.

The Aetherborn societies are very diverse and varied, reflecting their different affinities and cultures. The Dreamers tend to live in hidden sanctuaries in remote locations, where they can study and practice their aetheric arts without interference from other races. Their sanctuaries are often filled with wonders and mysteries, such as floating islands, crystal cities, dream portals, and more. The Dreamers have a loose and flexible social structure, where individuals are free to pursue their own interests and passions. The Dreamers have a strong sense of curiosity and adventure, but also a lack of discipline and responsibility. The Dreamers have affinity towards races that are creative, adventurous, and open-minded, such as elves, gnomes, halflings, and tieflings. They enjoy sharing their dreams and visions with these races, and often collaborate with them on artistic or magical endeavors. They have enmity towards races that are dull, rigid, or oppressive, such as dwarves, orcs, goblins, and hobgoblins. They despise these races for their lack of imagination and their tendency to destroy or exploit the dreaming.

The Shapers tend to live in fortified settlements in strategic locations, where they can craft and maintain their creations and defenses. Their settlements are often built with efficiency and durability in mind, such as underground tunnels, stone walls, metal gates, and more. The Shapers have a strict and orderly social structure, where individuals are assigned roles and tasks based on their skills and abilities. The Shapers have a strong sense of resourcefulness and inventiveness, but also a lack of flexibility and openness. The Shapers have affinity towards races that are resourceful, pragmatic, and stable, such as humans, dwarves, dragonborn, and warforged. They respect these races for their craftsmanship and their ability to shape the physical world to their needs. They often work with them on engineering or scientific projects. They have enmity towards races that are chaotic, wasteful, or destructive, such as goblins, kobolds, gnolls, and yuan-ti. They abhor these races for their disregard for the natural order and their threat to the physical world.

The Healers tend to live in peaceful communities in natural locations, where they can heal and nurture their surroundings and allies. Their communities are often integrated with nature and life, such as gardens, forests, lakes, and more. The Healers have a balanced and harmonious social structure, where individuals are respected and valued for their contributions and qualities. The Healers have a strong sense of compassion and altruism, but also a lack of assertiveness and involvement. The Healers have affinity towards races that are compassionate, altruistic, and wise, such as aasimar, firbolgs, loxodons, and tabaxi. They admire these races for their kindness and their harmony with both the physical and the dreaming realms. They often aid them in healing or restoring life and health. They have enmity towards races that are cruel, selfish, or corrupt, such as drow, duergar, mind flayers, and vampires. They detest these races for their evil and their harm to both the physical and the dreaming realms.

Aetherborn Subclasses[]

Bard - College of Dreams[]

A bard who draws inspiration from the dreaming, the realm of dreams and imagination. They use their music and magic to create illusions, manipulate emotions, and alter reality. They are adventurous, creative, and whimsical, but also reckless, unpredictable, and irresponsible. Their subclass features include:

  • Dreaming Inspiration: At 3rd level, you can use a bonus action to expend one of your uses of Bardic Inspiration to enter a dreaming state for 1 minute. While in this state, you gain the following benefits:
    • You have advantage on saving throws against being frightened or charmed.
    • You can use your action to create a minor illusion that lasts until the end of your next turn. You can do this a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
    • You can use your reaction to impose disadvantage on an attack roll made against you or an ally within 30 feet of you. You can do this a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Dream Weaver: At 6th level, you learn how to weave the dreaming into your spells. When you cast a spell that deals damage or forces a saving throw, you can choose one creature affected by the spell and roll one of your Bardic Inspiration dice. You then add or subtract the number rolled from the damage dealt or the saving throw result, as appropriate. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Dream Walker: At 14th level, you gain the ability to enter the dreaming as an action. You and up to eight willing creatures within 30 feet of you vanish from the physical world and appear in a dreamlike version of your current location. You can remain in the dreaming for up to 1 hour or until you use an action to end the effect. While in the dreaming, you and your companions are subject to the following effects:
    • You have resistance to all damage except psychic damage.
    • You can move through solid objects as if they were difficult terrain, but you take 1d10 psychic damage if you end your turn inside an object.
    • You can use an action to alter the appearance of one object or creature within 30 feet of you. The change lasts until the end of your next turn or until you use this feature again. The change has no effect on the object or creature’s statistics or abilities.
    • You can communicate telepathically with any creature within 100 feet of you that is also in the dreaming.
    • You are visible and audible to any creature that is not in the dreaming, but you cannot interact with them or affect them with your spells or abilities.

Form Artificer[]

An artificer who specializes in shaping matter and form. They use their tools and magic to craft, repair, and modify objects and creatures. They are resourceful, pragmatic, and stable, but also cautious, conservative, and rigid. Their subclass features include:

  • Shaper’s Tools: At 3rd level, you gain proficiency with smith’s tools, tinker’s tools, and woodcarver’s tools. If you already have proficiency with any of these tools, you gain expertise with them instead. Additionally, you learn how to use these tools as spellcasting focuses for your artificer spells.
    • Shaping Savant: At 3rd level, whenever you finish a long rest, you can touch one nonmagical object that is not being worn or carried by another creature and imbue it with one of the following properties for 24 hours:
      • The object becomes lighter or heavier by up to half its weight.
      • The object becomes harder or softer by up to one step on the following scale: cloth < leather < wood < stone < metal < adamantine.
      • The object changes its color or texture within the same material type.
      • The object emits dim light in a 5-foot radius of a color of your choice.
      • The object makes a sound of your choice when it is touched or moved.
    • Shaper’s Infusion: At 6th level, whenever you finish a long rest, you can touch one nonmagical object that is not being worn or carried by another creature and infuse it with one of the following properties for 24 hours:
      • The object becomes magical and gains a +1 bonus to its AC or attack and damage rolls (your choice).
      • The object gains resistance to one damage type of your choice.
      • The object gains one minor beneficial property from the table in chapter 7 of the Dungeon Master’s Guide (roll randomly or choose one).
      • The object gains one minor detrimental property from the table in chapter 7 of the Dungeon Master’s Guide (roll randomly or choose one).
    • Shaper’s Transmutation: At 14th level, you can use your action to touch one nonmagical object or creature that is not being worn or carried by another creature and transform it into a different nonmagical object or creature of the same size and mass. The transformation lasts for 1 hour, or until you use this feature again. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. The new object or creature must be of a type and form that you are familiar with. The object or creature retains its original statistics and abilities, but its appearance and physical properties are altered. Any damage or condition that affects the original object or creature also affects the new one, and vice versa. If the original or the new object or creature is destroyed, the effect ends.
  • Aethereal Domain Cleric:
  • Aether Domain Bonus Cantrip At 1st level, you gain the Mage Hand cantrip, which doesn't count against your number of cantrips known. Channel Divinity: Warp Space Starting at 2nd level, you can use your Channel Divinity to manipulate the fabric of space. As an action, you can choose a point within 30 feet of you and swap the positions of two creatures or objects within a 20-foot radius sphere centered on that point. Both creatures or objects must be Large size or smaller. This ability can be used for tactical advantage, repositioning allies, or disorienting enemies. Once you use this feature, you can't use it again until you finish a short or long rest. Healing Aether At 6th level, your connection to the cosmic energies allows you to harness their healing power. When you use a spell to restore hit points to a creature, you can add your Wisdom modifier to the number of hit points restored. Additionally, you gain access to the Healing Word spell, which doesn't count against your number of spells known, and it's always prepared. It counts as a cleric spell for you. Twilight Step Starting at 8th level, you can tap into the twilight realm to teleport short distances. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after finishing a long rest. Cosmic Infusion At 17th level, you can channel the raw power of the cosmos into your spells. When you cast a cleric spell of 1st level or higher, you can choose to infuse it with cosmic energy. The spell's damage, if any, changes to force damage, and the spell ignores resistance and immunity to non-magical attacks and damage. Additionally, when you deal force damage with a spell, you can reroll a number of damage dice equal to your Wisdom modifier (minimum of one). You must use the new rolls, and you can use this feature once per turn.