Aes Sedai

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Aes Sedai

Yellow robes draped closely but comfortably, a woman lays her hands upon a merchant's daughter. The girl lays limply upon her bed, but suddenly convulses violently. The woman bows her head, and the girl sits up quickly with a gasp, her eyes glowing with newfound health.

A king meets with a foreign emissary, discussing matters of national importance, before turning to consult the woman at his side, her blue skirt matching exactly with a sapphire draped across her forward. She looks sharply at the emissary with ageless eyes, before drawing an arm through the air and murmuring under her breath. She smiles, and speaks into the king's ear.

A group of jackalweres race towards a campsite in the thick of night, snarling hungrily. An elderly woman, glad in crimson nightclothes, stands alone to face them. She raises both arms, and the earth below the monsters splits in two before erupting into flames.

Draped in the colored shawl signifying her Ajah, an Aes Sedai's motivations are rarely what they appear to be. By opening herself to the immense source of power that comprises Saidar, she gains the ability to channel power unrivaled. There is no type of magic that is off limits to the Aes Sedai, although she must open herself to any form that she aspires to use. She can craft and use powerful angreal to aid her in whatever mission she seeks to fulfill, and even cast spells without requiring her full attention.

Weavers of the Wheel

An Aes Sedai gains her power by filling herself with the essence of Saidar, the female half of creation. As such, only women can become Aes Sedai. To use magic, she channels the might of Saidar into weaves, which combine to form powerful spells. In order to cast a spell from any school of magic, the Aes Sedai must first open herself to channel that type of magic from the flow of Saidar.

Driven by Ideation

All Aes Sedai must choose to become part of an Ajah. Each Ajah is a group of like-minded Aes Sedai, focused on a broad mission. The Yellow Ajah, for example, is primarily concerned with healing others. A women's Ajah determines not only her driving motivations, but also what type of magic she might specialize in, and the types of angreal she might choose to create.

Creating an Aes Sedai

All Aes Sedai were discovered at some point to have the spark for magic. For many in rural areas, this may have manifested as increasingly destructive events happening in your village, until someone figured it out and sent you for training, or a passing Aes Sedai happened to take note. Those in a large city, on the other hand, may have had more formal methods by which potential Aes Sedai were discovered.

WOT Wiki

By any means, all Aes Sedai have gone through rigorous training to allow them to even begin to tame the powerful flow of Saidar and learn about the various Ajahs that they will eventually need to choose from.

Quick Build

You can make an Aes Sedai quickly by following these suggestions. First, Intelligence should be your highest abilty score, followed by Constitution and Charisma. Second, choose the sage background. Third, choose the fire bolt and thaumaturgy cantrips, along with the following 1st level spells earth tremor, color spray, and fog cloud.

Class Features

As an Aes Sedai, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Aes Sedai level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Aes Sedai level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Religion, and Insight

Equipment

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

  • (a) a quarterstaff or (b) dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and a set of cloth robes

Channeling

Your capability to tap into the power of Saidar gives you the ability to manifest awe-inspiring effects. The magic of an Aes Sedai comes at the crossroads of their personal strength, and of their power of their connection with Saidar. Acting as the conduit of this power comes with both advantages and drawbacks.

Cantrips

You know two cantrips of your choice from the Aes Sedai spell list. You learn additional Aes Sedai cantrips of your choice at higher levels, as show in the Cantrips Known column of the Aes Sedai table.

Opening to the Source

An Aes Sedai has the capability to weave a wide variety of effects through their connection with Saidar. In order to cast any spell of a particular school of magic, however, the Aes Sedai must open themselves to that school.

On any given turn, you can begin to open yourself to any school of magic that you wish. This will take effect only on the following turn. This can be performed as a bonus action, and remains in effect for the remainder of the battle.

At 1st level, you start with a maximum of two channeled schools at once. This number increases by 1 every three levels, as shown in Schools Channeled section of the Aes Sedai table. You can replace a channeled school with another channeled school by using a bonus action.

Angreal

Aes Sedai possess the capability of channeling the power of Saidar through physical objects referred to as angreal. At 4th level, you gains the ability to attune themself to an angreal of your choosing. The number of angreal you can be attuned to increases at certain intervals, specified in the Aes Sedai table, and you can only utilize the powers of an angreal that you are attuned to. You can use a long rest to attune yourself to an angreal at the cost of losing attunement to another, but require 7 days of study to determine the abilities of a discovered angreal.

At each level that you gain access to an attunement slot, you also gain the ability to craft a new angreal with a type of your choice. The crafting requires a handheld object of either monetary or sentimental value as well as 3 days of focus, and the total number of angreal ever crafted by an Aes Sedai cannot exceed their current number of attunement slots.

Sa'Angreal

A sa'angreal directly enhances the amount of power able to be channeled by the Aes Sedai. When a sa'angreal is crafted, a spell school must be chosen. A sa'angreal can be used to allow the Aes Sedai to cast a spell of its associated school without necessitating her to currently be channeling that school. A sa'angreal can only be utilized once, and requires a long rest to recharge its power. More powerful sa'angreal may be associated with multiple schools of magic, or allow for multiple uses.

Ter'Angreal

The power of a ter'angreal is much more focused than that of a sa'angreal. When a ter'angreal is crafted, a spell must be chosen. This spell must be known by the Aes Sedai, and of two or more levels below her highest level spell slot. An Aes Sedai may utilize the power of the ter'angreal to aid in the casting of its spell, without consuming a spell slot. The ter'angreal can only be utilized once, and requires a long rest to recharge its power. More powerful ter'angreal may be associated with multiple spells, more powerful spells, allow for more uses between rests, or other, unique effects.

Tying a Weave

A typical Aes Sedai harnesses the power of Saidar to immediately manifest an effect. More advanced spellcasters develop the ability to tie off their weaves such that continue to exist without the direct effort of the Aes Sedai herself.

At 6th level, you gain the ability to tie off the weaves of a spell. This can be performed a number of times as described in the Spells Woven column of the Aes Sedai table, and the count refreshes upon performing a short rest.

Any instantaneous spell can be cast and tied off as a bonus action. A spell cast in this way will take effect on the start of your next turn. If the spell is cast on a unit or an area of effect, it will take effect at the position specified when the spell was woven.

Any spell requiring concentration will be cast as described in the spell. As the spell is cast, if you choose to tie off the weave, the spell will remain in effect without concentration, freeing you to cast another spell requiring concentration as well. Losing concentration due to hostile action, however, will end the effects of both spells.

 

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