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Brahn's Treatise of Traits
\pagebreak ## Ethereal Warden A human stands on a mountain side, the emblem of a white eye emblazed on his robe. Taking, a deep breath, he leaps of the mountain side, and vanishes a a puff of mist. A dwarf swings his mighty warhammer at a goblin. Right before it strikes, it becomes spectral, going through the goblin only to solidify inside his chest. A massive Dragonborn stands in the small corridor, his foggy spear resting on his mist-formed shield. As the gnolls swarm towards him, two misty beings appear on each side of him, spears at ready. The gnolls war cries turn to shrieks of terror as all three jab with their spears in unison. ### Watchers of Etherium A Ethereal Warden is a member of a ancient order, tasked to defend the Material Realm from outside threats. To do this, they condition themselves to pull power from the Ethereal Realm, or Etherium in there own words. A Ethereal Warden is known by his gray, shimmering cloak, which is often seen when it is known that fey, fiends and worse have crept into this world. Wardens are often considered to be good willed by common folk, who often welcome them into there towns and reward them handsomely for their deeds. Any traditional user of magic, however, hate the Warden Orders, considering there manipulation of the fabric of reality as foolish and dangerous. The Warden Orders are not a tight-knit group like the Kenshi-Cadu, and will often break away from their fellow members. One skilled Warden is often enough to defeat extra-dimensional threats. ### Breakers of Magic Ethereal Wardens create their powers from the tonal energies of Etherium itself. Whenever they use this power to much, it warps and twists the Weave, making traditional magic potentially unusable in their presence. This means that only highly skilled mages can even attempt to do magic in the presence of a powerful Ethereal Warden. Many Magical Colleges forbid the manipulation of Etherium and in some cases violently oppose those that do. ### Creating a Ethereal Warden As you make a Warden, consider how he feels about both Ethereal manipulation and traditional magic. Does he not care about the 'rivalry' of the systems, or does he staunchly uphold the Way of Etherium, thinking magic as a dark art that brings extraplaner entities to our world? Wardens are often seen as the noble Frontline Troops, holding back the flow of darkness and lifting up the common folk. #### Quick Build You can make a Ethereal Warden quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Noble or Folk Hero background. \columnbreak ## Class Features As a Ethereal Warden you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per Ethereal Warden level
**Hit Points at 1st Level:** 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per Ethereal Warden level after 1st. #### Proficiencies **Armour:** All Armour, Shields
**Weapons:** All Simple and Martial Weapons
**Tools:** None
**Saving Throws:** Strength and Wisdom
**Skills:** Choose two skills from Athletics, Insight, Medicine, Perception, Persuasion, Investigation, and Arcana #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * Chain mail and a shield * (a) Any martial weapon or (b) A heavy crossbow with 20 bolts * (a) A gaming set or (b) a musical instrument * (a) An explorer's pack or (b) dungeoneers kit \pagebreakNum
##### Ethereal Warden | Level | Proficiency
Bonus | Ether
Dice | Ether
Amount | Features | |:-----:|:---------------------:|:---------------------:|:----------------------:|:-------------------------------------:| | 1st | +2 | - | - | Ether Eyes | | 2nd | +2 | 1d6 | 2 | Ether Manipulation, Fighting Styles | | 3rd | +2 | 1d6 | 3 | Warden Orders, Defender of the Planes | 4th | +2 | 1d6 | 3 | Ability Score Improvement | | 5th | +3 | 1d8 | 4 | Ether Manipulation Bonus, Extra Attack| | 6th | +3 | 1d8 | 4 | Order Benefit, Ether Spirit | | 7th | +3 | 1d8 | 5 | Overcharge | | 8th | +3 | 1d8 | 5 |Ability Score Improvement | | 9th | +4 | 1d8 | 6 | Steadfast | | 10th | +4 | 1d8 | 6 |Order Benefit, Ether Manipulation Bonus| | 11th | +4 | 1d10 | 7 | Ether Glimpse | | 12th | +4 | 1d10 | 7 |Ability Score Improvement | | 13th | +5 | 1d10 | 8 | Ether Field | | 14th | +5 | 1d10 | 8 |Order Benefit | | 15th | +5 | 1d10 | 9 | Magic Disruption | | 16th | +5 | 1d10 | 9 |Ability Score Improvement | | 17th | +6 | 1d12 | 10 | Watcher of Fate | | 18th | +6 | 1d12 | 10 | Aegis | | 19th | +6 | 1d12 | 10 |Ability Score Improvement | | 20th | +6 | 1d12 | 10 | Aura of Magic Drain |
### Ether Eyes Years of training to pull energy from Etherium has made you aware of changes in it's tonal vibrations. You are aware if there is a creature in the Ethereal Plane within 60 feet of you, though you do not know the exact location of it. ### Ether manipulation Starting at 2nd level, you learn manipulations that are fueled by special dice called Ether dice. ***Manipulations.*** You learn three Manipulations of your choice. You learn a additional manipulation of your choice at 7th, 10th, and 15th level. Each time you learn new manipulations, you can also replace one manipulation you know with a different one. ***Ether Dice.*** You have two ether dice, which are d6s. A ether die is expended when you use it. You regain all of your expended superiority dice when you finish long rest, or half as much when you finish a short rest. You have a number of ether dice shown in Ether Amount column of the Ethereal Warden table. ***Saving Throws and Attack.*** Some of your manipulations require your target to make a saving throw to resist the manipulation's effects, or require you to make an attack roll. The saving throw DC and Attack modifier is calculated as follows:
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
***Etheric Flare.*** As a bonus action, you can release a blast of Tonal force, creating a Ethereal Rift that blasts opponents back. Make a ranged spell attack against a target within 60 feet of you. On a hit, target takes force damage equal to 2 rolls of your Ether Die and are knocked back 5 feet. ***Ethereal Ward.*** As an action, you can form a barrier of Etheric energy around you. Whenever a creature hits you with a melee attack before the start of your next turn, the amount of damage you receive from their attack is reduced by an amount equal to your Ether die roll. ***Ether Blink.*** As a bonus action, you can spend a Ether Die to temporarily enter the Ethereal Plane. Roll your Ether Dice. For a number of rounds equal to the result of the Ether Dice, you can use your bonus action to temporarily enter the Border Ethereal, returning to the material plane at the end of your turn. While in the realm you can use your remaining movement speed to travel to another location. You can travel through solid objects this way, and if you reappear inside a object you take 1d10 force damage and are thrown to the nearest unoccupied spot. ***Ether Shroud.*** As a action, you can wrap yourself with wisps of Ethereal essence, making it harder for distant foes to hit you. Expend a Ether Die. Until the start of your next turn, whenever a enemy targets you with a ranged attack, roll your Ether Die. The enemy subtracts that total from their attack roll. ***Ethereal Grasp.*** As a action, you can expend one Ether Die to create attempt to cage a creature within 30 feet of you with a spectral hand. An creature targeted by it must make a Dexterity Saving Throw. On a failed save, it takes slashing damage equal to the Ether Dice roll and is grappled by the hand until the end of your next turn. A creature grappled by the hand can use its action to make a Strength check against your manipulation save DC. On a success, it frees itself. ***Ethereal Surge.*** As an action, You can infuse yourself with Etheric Energy. You Expend one Ether Die to gain temporary hit points equal to your Ether die roll for the next hour. ***Ether Boon.*** You wrap an ally in ethereal energy. As a bonus action, you can expend one Ether Die and choose an ally within 30 feet. The next time they make a saving throw in the next minute, they may roll the Ether die and add it to the amount. \pagebreakNum ***Ether Burst.*** As an action, you can expend a Ether Die to release a burst of Ethereal wind in a 10 foot radius, with yourself at the center. All enemies in the radius must make a Strength Saving Throw. On a failed save, they take force damage equal to the Ether Die roll and are knocked back up to 10 feet. ***Ethereal Stare.*** As an action, you can expend a Ether die to a creature within 20 feet of you. The target must make a Wisdom Saving Throw or take psychic damage equal to the roll of the Ether Die and be frightened of you for the next minute. Enemies with truesight have disadvantage on this roll. The target can remake the saving throw at the start of each of its turn, ending the effect on itself on a success. ***Ethereal Endurance.*** A spark of Ethereal energy emits from your hand, giving you or your allies enhanced armor. Whenever You or an ally within 5 feet of you are hit by an attack, you can use your reaction and spend an either die, granting a bonus to AC equal to your half your Ether Die roll, rounded up, until the start of their next turn, including against the triggering attack. ***Ethereal Flame.*** A spout of ghostly flame appears at a creatures feet. Expend an Ether die and choose one target within 40 feet of you to make a Dexterity saving throw. The target takes damage equal to your Ether Die roll plus your Wisdom modifier (minimum of 1) on a failed save, or half as much damage on a successful one. ### Fighting Styles At 2nd level, you adopt a 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. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### 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. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Defender of the Plane Beginning at 3rd level, You have advantage on Intelligence checks recalling information about creatures not native to the Mmaterial Plane. This includes Fiends, Fey, Celestials, Elementals, and Aberrations. The DM may also decide if any other creatures count as being not of the Material Plane. ### Warden Orders At 3rd level, You can choose to join one of the Ethereal Warden Orders: The Tonal Fists, the Unblinking Eye, the Misty Citadel. ### 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 ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the action on your turn. ### Ethereal Spirit Starting at 6th level, you can bind Ethereal energy into a semblance of life. You can cast *Unseen Servant* at will, without using any spell slots or material components. In addition, You may use your action to expend two Ether Die, you can change the servant to a Ethereal Echo. It shares your initiative count, and you can use your bonus action to have it take the Attack or Dodge action. ___ > ## Ethereal Echo >*Medium Construct, Neutral* > ___ > - **Armor Class** 13 (Natural) > - **Hit Points** equal the echo’s Constitution modifier + your Wisdom modifier + five times your Warden level (the echo has a number of Hit Dice [d8s] equal to your Warden level) > - **Speed** 25 ft. > >|STR |DEX |CON |INT |WIS |CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|14 (+2)|9 (-1) |18 (+4)|1 (-5) |8 (-1) |10 (+0)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing damage from nonmagical weapons. > - **Senses** Darkvision 60 feet. > - **Languages** understands the languages you speak. > > ___ > > >**Ethereal Ward** As a reaction when a friendly creature within 20 feet of the Echo takes damage, the Echo can use the reaction to reduce the damage by 1d6. The echo then takes force damage equal to the damage reduced. > >**Ready Companion.** As a bonus action, you can command the echo to make its shield strike attack or to Dodge. > > ### Actions > > ***Shield Strike*** *Melee:* +4 to hit, 5 feet, one target. *Hit* 5 (1d6+2) slashing damage. \pagebreakNum ### Overcharge Starting at 7th level, you can pour more power into your manipulations. Whenever you spend a Ether Dice for a Ether Manipulation, you can spend extra Ether Dice and add them to the ability. The total amount of extra Ether Dice you can spend on a manipulation equals half your proficiency bonus. ### Steadfast Beginning at 9th level your connection to Etherium makes you more able to resist forces that would knock you down. you gain the following benefits: * You are immune to force damage. * When you get knocked back, the distance you are knocked back is reduced by up to 10 feet. ### Ether Glimpse Beginning at 11th level, You can peer into the Ethereal Realm while in the Material Plane. You can precisely see creatures in the Ethereal Plane up to 60 feet. In addition, You can use a bonus action to attempt force a creature that is within 30 feet of you and is in the Ethereal Realm to enter the Material Plane. the target must make a Wisdom saving throw against your Ether Die DC. On a failed save they are cast into the Material Plane and take 1d6 force damage, plus an extra 1d10 damage if they appear inside a solid object. You cannot use this ability again until after you have finished a short or long rest. ### Ether Field Starting at 13th level, Ethereal wisps seem to be constantly emanating from your body, smoothing the Weave around you. Any creature that hits you with a spell that requires an attack roll has a penalty to the damage roll equal to your Wisdom modifier (Minimum of 1). ### Magic Disruption Starting at 15th level, if a creature within 60 feet of you casts a spell of 6th level or lower, you can use your reaction to spend 3 Ether Dice and force them to make a Intelligence saving throw against your Ether Die DC. On a failed save, the spell dissipates, and the spell slot is wasted. ### Watcher Of Fate Starting at 17th level, you can cast *Scrying* without using a spell slot, without knowing of the creature, and without using the material components. Using *Scrying* this way allows you to see through the eyes of the nearest creature not of the Material Realm, although they do have to be in the same plane of existence as you. You cannot use this trait outside of the Material or Ethereal planes. Using *Scrying* this way is dangerous though. If the target succeeds on its saving throw, you take 3d8 Psychic Damage, the target knows your location, and you are blinded until you complete a short or long rest. This feature cannot be used again until you have completed a long rest. \columnbreak ### Aegis Starting at 18th level, Whenever you use an Ether manipulation, you gain +1 AC until the end of your next turn. ### Aura of Magic Drain Starting at 20th level, Any creature that attempts to cast a spell within 10 feet of you must make a Concentration check against your Ether Die DC in order to cast cast a spell. On a failed save, their spell slot is expended with no effect. You may designate specific creatures to be immune to this affect. ## Orders The three Ethereal Warden Orders operate as independent but allied organizations. The Order of The Unblinking Eye often takes the role of the spell warder, while The Order of The Tonal Fists carry out the warrior part, and the Order of The Misty Citadel are often assigned as body guards. ### Order Of The Tonal Fist Members of the Order Of The Tonal Fist spend many years focusing their connection to the Ethereal Plane to create mystical blades and weapons out of Etherium. #### Fade Blade Starting when you choose this order at 3rd level, You can use your action to create a ethereal weapon in your empty hand, which you must have proficiency in. You can choose the form that this melee weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your ethereal weapon disappears if it is more than 5 feet away from you at the start of your turn. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. This weapon is created out of wisps of the Etherial Realm, and as such, can target and attack creatures in the Ethereal Plane, even if you are in the Material Plane. #### Cloaked Blade Beginning at 6th level, your first attack each turn deals an extra 1d6 force damage, or 1d8 force damage if you use your Fade Blade. This attack can hit enemies in the Ethereal Realm, even if you are in the Material Realm. This damage increases to 2d6 or 2d8 at 14th level. #### Ether Attack Matrix Starting at 10th level, You can gain one of these Ether manipulations in addition to the other one you gain this level: ***Ethereal Lance*** As a action, you can choose up to 3 enemy creatures within 30 feet of you. Each creature must make a Constitution saving throw or take force damage equal to the roll of your Ether Die. \pagebreakNum ***Ethereal Smite.*** When you hit a creature with a weapon attack, you may spend an Ether Die to add force damage equal to the two times the roll of your Ether Die to the attack. ***Ethereal Curse.*** You can expand one Ether Die to create tonal vibrations around a target. For the next minute, whenever a creature other than you hits the target, you can use your reaction to have the target take force damage equal to the roll of your ether die. At the end of each of its turns the creature can make a constitution saving throw, ending the effect on itself on a success. #### Aura of Tonal Force Beginning at 14th level, you may use your action to create a mystical aura. For the next minute, any hostile creature that starts its turn within 10 feet of you takes force damage equal to your Wisdom Modifier (Minimum of 1). Once you use this feature, you cannot use it again before completing a long rest. ### Order Of The Unblinking Eye Members of the Order Of The Unblinking Eye know many hidden secrets of Etherium that they are loath to share with people not of their Order, giving them access to an array of Ether Manipulating abilities that the other Orders lack. #### Magic Facsimile When you choose this Order at 3rd level, you have managed to use the Ethereal energies to cast a form of magic. You learn two cantrips of your choice from any classes spell list (they do not have to be from the same spell list). In addition, choose one 1st-level spell from any classes spell list. You can expend a Ether die to cast the spell at its lowest level. Due to the fact that this is not true magic, only a magic facsimile, these spells cannot be dispelled with *Counterspell* or *Dispel Magic*. #### Ether Thrift Beginning at 6th level, whenever you spend an ether dice and roll a 1 on the dice, that ether dice is not expended. #### Ether Mastery Matrix Starting at 10th level, You can gain one of these Ether manipulations in addition to the other one you gain this level: ***Ether Banish*** You can use an action to expand a Ether die to banish a creature within 10 feet of you. The target must make a Wisdom Saving Throw or take force damage equal to your Ether die roll and be trapped in the Ethereal Realm until the end of its next turn. ***Ether Healing.*** You can use an action to expend one Ether Die to heal yourself or an ally within 20 feet of you hit points equal to your Ether Die roll + your Wisdom modifier. ***Ether Storm*** As a action, you can expend one Ether Die and choose a point within 60 feet of you. All creatures within a 20 foot sphere centered on that point must make a Dexterity saving throw or take damage equal to the roll of your Ether Die on a failed save, or half as much on a successful one. \columnbreak #### Ethereal Prowess Beginning at 14th level, whenever you roll an Ether Dice, you can choose to reroll one of the dice and use either total. ### Order Of The Misty Citadel Members of the Order Of The Misty Citadel are staunch protectors. They are often employed as bodyguards, and can shrug off attacks that would slay most mortals #### Ethereal Phalanx When you choose this Order at 3rd level, if you are carrying a shield you can use a bonus action to shift to an Active Defense, halving your movement speed and granting you an extra +2 to AC. In addition, any friendly creatures that are using you as half or three-quarters cover can instead treat you as full cover. Breaking out of your Active Defense requires a bonus action. In addition, if you have your Active Defense up, you may use your reaction to make an opportunity attack whenever a creature enters your weapon's reach. #### Ethereal Defense Beginning at 6th level, you can use an action to mark a creature within 30 feet of you as your ward. For the next hour, attack rolls against your ward have disadvantage as long as your ward is within 30 feet of you. You can only have one creature warded this way at a time. #### Ether Defense Matrix Starting at 10th level, You can gain one of these Ether manipulations in addition to the other one you gain this level: ***Ether Shield Wall.*** As an action, you can expand a Ether die to create 2 misty copies of yourself within 5 feet of you. For 1 minute or until you dismiss them as a bonus action. While the copies are active, your movement speed is reduced to 0, and you gain AC equal to half the roll of your Ether Die, rounded up. If you have your Ethereal Phalanx ability active, you instead gain AC equal to the total amount of your Ether Die roll. The mystical copies have a number of hitpoints equal to 10 times your Wisdom Modifier, an AC of 18, and friendly creatures within 10 feet of them gain half cover against all attacks from creatures outside of the range. These copies cannot move, and can only make opportunity attacks. Their attack is the same as your current weapon, but deals force damage instead of the normal attack damage. ***Ether Bind.*** Whenever a friendly creature within 30 feet of you takes damage, you can use your reaction to expend and roll your Ether Die and transfer damage equal to the roll from your ally to yourself. Additionally, until the end of your next turn, all your weapon attacks gain a bonus to their damage rolls equal to the damage transfered. ***Ether Duel.*** You can use a bonus action to expend one Ether Die and release a psychic sliver at an enemy within 50 feet of you. Make a ranged attack roll. On a hit, The target takes psychic damage equal to the roll of your Ether Die and has disadvantage on all attacks against creatures other then you until for the next minute. Anyone immune to psychic damage or the charmed condition is immune to this effect. \pagebreakNum #### Warding Retributaion Beginning at 14th level, whenever a creature deals damage to your ward for the first time each turn, that creature takes Force damage equal to your Ether Die. This does not expend the Ether Die. \pagebreakNum
Discover The Secret Ways...
Well, hello there young adventure! Allow me to introduce myself. I am Brahn, Alchemist Extraordinaire, keeper of the Tome of Forbidden Knowledge and Wielder of the Quill of Fate. In this modest treatise you will find many of my creations, open know to all mortals! You may discover the lost works of Etherium, or perhaps uncover the lost nomadic Ianos! There are many of my creations still to be uncovered, and I'm sure we will work quite well together... Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762) Special Thanks Goes to: [Huzzah107654](https://www.reddit.com/user/Huzzah107654)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
Ethereal Warden