Aetherium Attunement
Aetherium, a combination of "aether," which historically referred to a mysterious fifth element that connected everything, and "ium," a suffix often used for elements, metals, or minerals. The name symbolizes the rare and elusive nature of this power.
Elemental Synergy: The Aetherium Attunement allows characters to tap into the elemental energies of the gems, synergizing with the technology and magic of the world. Each gem is associated with a specific element (fire, water, earth, air, etc.), and attuning to the energies of these gems grants characters unique elemental abilities. These could include elemental manipulation, resistance, perception, and more.
Mystical Energies: These energies that can be harnessed are split up into 5 categories, Mystical, which are used for magic. Reinforcement, which is used defensively. Destruction, which is used offensively. Thrasher, which is used for crowd control. And Awareness, which is used for reaction and perception.
Mastery Progression: To unlock the power of Aetherium Attunement, characters must undergo a journey of mastery. They need to learn about the gems, their history, and their connection to the astral sea. This knowledge might be hidden in ancient tomes, guarded by ancient entities, or transmitted through visions. As characters progress, they gain access to more potent abilities, culminating in the mastery of Aetherium.
Vestiges of the Past: The Aetherium Attunement is a vestige of the ancient society's magical prowess. The gems hold fragments of the civilization's essence, allowing characters to tap into their strength. This power's connection to the astral sea can be a reminder of the ancient society's astral exploration.
Elemental Amplification: Characters can use Aetherium Attunement to amplify their class abilities. For example, a rogue could infuse their shortswords with elemental energy for extra damage, a druid could enhance their shape-shifting abilities with elemental aspects, or a cleric could channel divine energy through the gems to create powerful effects. These are up to GM discretion but player creativity is encouraged regarding usage of this power.
Astral Nexus: To fully realize Aetherium Attunement, characters need to tap into the astral nexus, a realm where the elemental gems' energies converge. This could involve traveling through the astral plane, overcoming challenges, and forging a connection with the gems' essence.
Political Tensions: The power's rarity and the world's political divisions could lead to conflicts over the elemental gems. Factions might vie for control over these resources, leading to power struggles and intrigue that players can get involved in.
Elemental Powers
There are 4 levels in each of the 5 Mystical Energy categories. Each player has a number of points equal to one less than their proficiency bonus. They can put a point into a category to level it up and gain access to new abilities.
Additionally, you gain a number of Energy Points equal to your level + half your highest ability score (rounded down). These energy points can be expended to use abilities and you regain a number equal to your proficiency bonus on a short rest and half of them on a long rest.
Mystical
Level 1:
Upon casting a spell, you 1 temporary hit point.
You can also expend 3 energy points to change the damage type of a spell.
You can expend 5 energy points to replenish a 1st level spell slot as an action.
Level 2:
The temporary hit points you gain for casting a spell increases to 3.
You can expend 4 energy points to replenish a 1st level spell slot as an action or 8 energy points to replenish a 2nd level spell slot.
Alternatively, you can expend 2 energy points to roll an additional damage die for a bonus action when you cast a spell that deals damage.
Level 3:
The temporary hit points you gain for casting a spell increases to 3 + your proficiency bonus.
You also gain a Warlock invocation that you qualify the prerequisites for.
You can also expend 12 energy points to replenish a 3rd level spell slot.
Level 4:
The temporary hit points you gain for casting a spell increases to 8 + your proficiency bonus.
You can also expend 16 energy points to replenish a 4th level spell slot.
The number of energy points it takes to change the damage type of a spell is reduced to 1.
Finally, you can expend 3 energy points as if it was 1 sorcery point, and use any metamagic option from the sorcerer class.
Reinforcement
Level 1:
Your maximum hit points are increased by 1d6 + your constitution modifier. Damage you take from non-magical piercing, bludgeoning, and slashing attacks is reduced by your proficiency bonus.
Additionally, when attacked you can use your reaction to roll 1d12, if you roll a 12, you resist the damage.
Alternatively you can expend 1 energy point before you roll to resist the damage automatically.
Level 2:
Your maximum hit points are increased by 1d8 + your constitution modifier. Your damage reduction now also extends to magical piercing, bludgeoning, and slashing attacks.
You can add half your proficiency bonus (rounded down) to any saving throw you make that you do not already have proficiency in.
Additionally, you can also resist damage with your reaction if you roll an 11.
When you expend 1 energy point to resist the damage, you can expend 1 additional energy point to also resist all damage of that type until the end of your next turn as well as all non-magical piercing, bludgeoning, and slashing damage.
Level 3:
Your maximum hit points are increased by 1d10 + your constitution modifier. Your damage reduction extends to all damage types.
Additionally, you can also resist damage with your reaction if you roll a 10.
When you expend 1 energy point to resist the damage you can expend 2 additional energy points to make the attacking creature make a Constitution saving throw, on a failed save, the attack does no damage.
Level 4:
Your maximum hit points are increased by 1d12 + your constitution modifier.
You gain proficiency in all saving throws.
When you expend 1 additional energy point to resist the damage, you can expend 2 additional energy points to resist all damage types for the next round of combat.
You can also expend energy points when attacked to reduce damage taken by an amount equal to 4 * the number of energy points you expend.
Destruction
Level 1:
Your non-magical weapons and unarmed strikes are magical for the purposes of overcoming resistances to non-magical damage.
Additionally, you can choose to charge your attack with energy. Roll 1d12 and the attack deals the associated damage type from the list instead. (excluding the original damage type of the attack)
Slashing, Piercing, Bludgeoning, Cold, Poison, Acid, Psychic, Fire, Necrotic, Radiant, Force, Thunder, Lightning
Alternatively when invoking this ability, you can expend 2 energy points to choose the damage type instead of rolling. When doing this the attack deals 1d4 additional damage of that type as well.
Level 2:
You gain +1 to attack and damage rolls with non-magical weapons or unarmed strikes.
You can also expend 3 energy points to gain advantage on an attack roll before you make it.
The damage from expending energy points to choose a damage type increases to 1d6 instead of 1d4.
Level 3:
You gain +2 to attack and damage rolls with non-magical weapons or unarmed strikes. If a magic weapon has less than a +2 modifier, it now has a +2 modifier as well. Otherwise it gets a +1 additional bonus.
You can also expend a number of energy points to deal that amount of additional damage on an attack before you roll to hit.
The damage from enhancing your attack increases to 1d8.
Level 4:
You gain +3 to attack and damage rolls with non-magical weapons or unarmed strikes. If a magic weapon has less than a +3 modifier, it now has a +3 modifier. Otherwise it gets a +1 additional bonus.
The damage from enhancing your attack is now 1d10.
When you expend energy points to deal additional damage, that additional damage is now d4s.
Thrasher
Level 1:
You cause creatures you deal damage to make a constitution or dexterity saving throw (up to them) with a DC equal to 8 + your highest ability score modifier + your proficiency bonus. If they fail, they are pushed 10 feet away from the origin or be knocked prone (your choice)
If you expend 1 energy point, you can force the creature to fail this saving throw before it is rolled.
Additionally, you can expend 2 energy points to instead pull the targets towards the source of damage.
Level 2:
When you push creatures, you can now choose the direction they are pushed in.
If you are grappling a creature, you can throw them, if they are one size larger than you, you throw them 5 feet, if they are the same size 10 feet, and if they are smaller; 15 feet. This throw deals 1d8 + your strength modifier bludgeoning damage.
When you hit a creature on your turn, until the start of your next turn, they are imposed a penalty on attacking anyone other than you equal to your proficiency bonus.
If you expend 4 energy points you can cause the creature to make a constitution or dexterity saving throw, on a failed save they are unable to use their reaction, bonus action, and movement unless they dash. until the end of their next turn.
Level 3:
When you push creatures, if they fail the save you can reduce their movement speed by 10 feet on their next turn. You can also affect all other creatures in 5 feet of the target. If they succeed, you can move them anyways.
If you hit an attack against a prone creature, it counts as a critical hit.
You can expend 4 energy points to cast shield, 8 energy points for warding bond and 15 for wall of force.
Level 4:
When you push creatures, large creatures move up to 10 feet, medium 15 feet, and small 20 feet instead of 5 feet.
You can expend 6 energy points when you deal damage to force the creature to make a Constitution saving throw, on a failed save, they become stunned and can repeat the save on their next turn, ending it on a success. The effect automatically ends after 3 rounds of combat.
Awareness
Level 1:
You gain a +1 bonus to initiative rolls and your perception modifier.
You can expend 1 energy point when you roll initiative to give yourself advantage.
You can also expend 4 energy points when attacked to force the attacker to re-roll. They must use the new roll.
Level 2:
Your bonus to initiative and perception are increased to +3. Your passive perception gains a bonus of +2.
Your armor class is increased by 1.
You have advantage on checks to see through illusions.
If you have darkvision its range is doubled, if you do not, you gain 60 feet of darkvision. You can add your proficiency bonus to any perception check made within your darkvision range, even if you already add your proficiency bonus to it.
You can expend 5 energy points to focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your passive Perception or be spotted. You instantly learn the size of the creature and how many hit dice it has, but do not learn of its exact location unless you can see it.
Attacking at long range does not impose disadvantage, and any ranged attack you make with a bow, crossbow, sling, or the stones from the magic stone cantrip have doubled range.
Level 3:
Your bonus to initiative and perception are increased to +4. Your passive perception bonus increases to +4.
The bonus to your armor class is increased to 2.
You gain 30 feet of blindsight.
You can’t be surprised while you are conscious.
You can expend 8 energy points as a reaction when you are the target of an attack or an effect that forces you to make a Dexterity saving throw, you can grant yourself a bonus to your AC and all Dexterity saving throws until the end of the turn. The bonus equals your proficiency bonus. You can choose to do this after seeing the attack roll or making the saving throw, but before you know whether you succeeded on the saving throw or not.
When you spend 5 energy points to sense creatures, the range is increased to 90 feet.
Level 4:
Your bonus to initiative and perception are increased to +5. Your passive perception bonus increases to +6.
The bonus to your armor class is increased to 4.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Invisible creatures are visible to you and you are not affected by the negative effects of a creature being invisible.
You can expend 10 energy points as bonus action on your turn, you can peer into the near future. Until the start of the next turn, you have advantage on all attack rolls, saving throws and ability checks, and attacks made against you are made with disadvantage.
When you spend 5 energy points to detect creatures its range is increased to 120 feet.
Feats
Energy Concentration
prerequisite: level 1 mystical
You channel Atherium energy through your body allowing your body and mind to be more in sync.
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Your wisdom, charisma, or intelligence score is increased by 1 to a maximum of 20.
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You can expend 2 energy points to add the score you increased with this feat to your Constitution saving throws for concentration. This effect lasts 1 minute, and functions similarly to concentration without its own bonus.
Energy of Life and Death
prerequisite: level 1 mystical
Your Atherium can manipulate the properties of life and death of your spellcasting.
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You learn one of the following cantrips: Chill Touch, Sacred Flame, or Word of Radiance.
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When you would deal radiant damage with a racial trait, a spell, or a class feature, you can choose to deal necrotic damage instead, and vice-versa.
Fist of Light
prerequisite: level 1 destruction
You channel Atherium energy into your fists to increase their power.
- You can choose an ability score to increase by 1 to a maximum of 20.
- Your unarmed strikes deal damage of 1 tier greater than what they currently do ( 1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 ) + the ability score you increased with this feat.
- The damage type of your unarmed strike can be chosen from Radiant, Necrotic, Fire, or Cold.
Knife Casting
prerequisite: level 1 mystical
You have mastered channeling mystical energy through your dagger.
- You can use a dagger as a spellcasting focus and for somatic components.
- You can make a melee weapon attack for a bonus action with your dagger when you cast a spell.
- The damage and attack modifier for your dagger is now your class's spellcasting ability score.
Destroyer
prerequisite: level 2 destruction
Your Atherium can destroy your opponents defenses.
- You can expend 3 energy points when attacking a creature. If the creature's spell save DC is less than their armor class, you can treat their spell save DC as their armor class instead.
- When you attack a creature with a shield, you can expend 2 energy points to make a contested strength check. If you win, you shatter their shield and it cannot be used.
Mystic Archer
prerequisite: level 2 destruction, awareness, or mystical and proficiency with a bow or crossbow
You channel energy through your arrows and strike from great distances.
- Your ranged bow and crossbow attacks are considered magical for the purpose of overcoming resistances.
- When you cast a spell with a range greater than self you can use the range of your bow or crossbow in place of the range of the spell.
- You learn one Arcane Shot and an additional one at 8th level. Once per turn when you make an attack roll using a bow or crossbow as part of the Attack action, you can expend 3 energy points to apply one of your Arcane Shot options to that attack.
Reactionary Striker
prerequisite: level 2 awareness
The energy of your body gives you incredible reaction time.
- You can increase your wisdom or dexterity score by 1 to a maximum of 20.
- When you make an opportunity attack you have advantage on the attack.
- If a creature leaves range of your ally, you can make an opportunity attack on them, you do not gain advantage on this attack from the previous feature.
Legendary Warrior
prerequisite: level 2 destrution, thrasher, or reinforcement
You have mastered use of infusing your attacks with mystical energy and flourishing moves.
- You know two combat manuvers.
- You can expend 6 energy points to use a combat manuver, when using this manuver if it does additional damage, you can choose the damage type that additional damage comes in.
Nimble Awareness
prerequisite: level 2 awareness
The constant energy channeling through your body gives you incredible reaction time.
- You have an additional reaction.
Duelist Master
prerequisite: level 2 destruction or thrasher
You are a master of dueling with a one handed weapon.
- When you are attacked while wielding a weapon in one hand and nothing else, you can use your reaction to increase your armor class by your proficiency bonus to evade that attack.
- If you are wielding a one handed weapon and nothing else, you can take a -5 penalty to attack and gain +10 damage of a type of your choice if the attack hits.
Mind Training
prerequisite: level 2 mystical or reinforcement
You channel energy through your body and your mind becomes a fortress.
- You have resistance to psychic damage.
- You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Regain Fortitude
prerequisite: level 2 reinforcement
You have the ability to focus on your body to regain its fortitude.
- You can use a bonus action to expend 4 energy points to regain one of your hit die.
- Alternatively, you can use an action to expend 10 energy points to regain three hit die.
Ultimatum
prerequisite: level 2 reinforcement or mystical
You have unstoppable will to prevent yourself from failing.
- When you fail a saving throw, you can expend 4 energy points and 1 hit die to roll that hit die and add it to the result, possibly causing you to succeed.
Durable Frame
prerequisite: level 3 reinforcement
You have innate healing properties from the energies channeled through your body.
- Your constitution score increases by 1 to a maximum of 20.
- You can use an action to expend a hit die and regain hit points equal to the amount rolled.