Crystaficers
The crystalline glow of Aether gems illuminated the dimly lit chamber as the young Crystaficer carefully studied the intricate patterns etched into each crystal. With a furrowed brow, they sought to unlock the secrets hidden within, knowing that these ancient relics held the key to power and discovery.
Amidst the bustling streets of the floating sky islands, a rogueish Crystaficer deftly manipulated a set of Aether-infused cards, their charisma and charm drawing a crowd of eager onlookers. With each turn of the card, they revealed glimpses of forgotten legends and untold riches, all while concealing their true intentions behind a charismatic smile.
In the heart of an Elemental Law temple, a wise Crystaficer meditated before a swirling vortex of elemental energies. With a profound connection to the Laws of Aetheria, they sought to harness the primal forces, using their wisdom to bring balance to the world and quell the surging tempests.
These Crystaficers share a common thirst for knowledge and a unique ability to manipulate Aether crystals. Some delve deep into ancient ruins and skyruins, seeking forgotten wisdom, while others harness the power of Aether to outwit adversaries in high-stakes gambles. Regardless of their approach, their goal remains the same: to uncover the mysteries of Aetheria's past and wield its power in the present.
Life Crystal Revelations
While the image of a Crystaficer may conjure visions of crystal-laden laboratories, many of these individuals live far from the confines of dusty tomes. They thrive in the vibrant and ever-changing world of Aetheria, where Aether crystals whisper ancient secrets and where adventure beckons around every corner.
The Crystalline Quest
For a Crystaficer, the pursuit of knowledge is an unquenchable fire, burning brighter with each discovery. Many of these enigmatic individuals are drawn to a life of adventure, recognizing that the crucible of danger is where their understanding of Aetheria truly crystallizes.
In the shifting skies of Aetheria, where every island holds untold treasures and every crystal pulses with potential, the Crystaficers find their purpose. With Aether gems in hand and determination in their hearts, they embark on a journey to illuminate the world's secrets and uncover the true power of the Aether.
###Creating a Crystaficer As you craft your Crystaficer character, delve into the intriguing backstory and personal connection your character has with Aether crystals and the Elemental Laws. Consider the following aspects to shape your character's identity within the Crystaficer class:
The Call of Aether Crystals: Reflect on what led your character to embrace the path of the Crystaficer. Did you stumble upon an ancient crystal formation, triggering your innate abilities, or did you actively seek out knowledge and training in the manipulation of Aether crystals? What motivates your character's fascination with these luminous gems and their connection to the Elemental Laws?
Contact with Elemental Forces: Determine how your character made contact with the Elemental Laws. Did you seek out ancient rituals and scholars to guide you, or did you have a chance encounter with a mysterious entity that introduced you to these powers? Was the connection instant and harmonious, or did it come with challenges and uncertainties?
Relationship with Elemental Laws: Explore the nature of your character's relationship with the Elemental Laws. Is it friendly and symbiotic, or do you face internal conflicts and dilemmas due to your connection with these potent forces? Are you a willing servant of the Elemental Laws, or do you occasionally challenge their authority to maintain your own sense of agency?
Role within the Crystaficer Community: Determine your character's role within the broader Crystaficer community. Do you have allies or mentors among fellow Crystaficers? Have you trained others in the ways of Aether crystals, or are you a lone wanderer who prefers to keep your knowledge secret?
Communication with Elemental Forces: Explore how your character communicates with the Elemental Laws. Do you receive visions, dreams, or cryptic messages from the Elemental Laws? Does your connection manifest through the use of Aether crystals, allowing you to decipher their guidance? Consider how these communications shape your character's decisions and actions.
Multiclassing and the Crystaficers
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Crystaficers as one of your classes.
Ability Score Minimum: To multiclass as a Crystaficer, you must have a minimum score of 13 in either Intelligence, Charisma, or Wisdom, reflecting your innate connection to Aether crystals and the Elemental Laws. This requirement applies if you are taking your first level as a Crystaficer or if you are multiclassing from another class into Crystaficer.
Proficiencies Gained: If Crystaficers isn't your initial class, you gain the following proficiencies: proficiency with simple weapons, and proficiency in one skill of your choice.
Crystaficer
| Level | Proficiency Bonus | Features | Aether Points |
|---|---|---|---|
| 1st | +2 | Crystaficer Archetype, Crystal Attunement | 4 |
| 2nd | +2 | Aether Sense, Crystal Armaments | 4 |
| 3rd | +2 | Field of Study | 6 |
| 4th | +2 | Ability Score Improvement | 6 |
| 5th | +3 | Extra Attack | 8 |
| 6th | +3 | Crystaficer Archetype feature | 8 |
| 7th | +3 | Field of Study Breakthroughs | 10 |
| 8th | +3 | Ability Score Improvement | 10 |
| 9th | +4 | ─ | 12 |
| 10th | +4 | Crystaficer Archetype feature | 12 |
| 11th | +4 | ─ | 14 |
| 12th | +4 | Ability Score Improvement | 14 |
| 13th | +5 | ─ | 16 |
| 14th | +5 | Crystaficer Archetype feature | 16 |
| 15th | +5 | ─ | 18 |
| 16th | +5 | Ability Score Improvement | 18 |
| 17th | +6 | ─ | 20 |
| 18th | +6 | ─ | 20 |
| 19th | +6 | Ability Score Improvement | 22 |
| 20th | +6 | ─ | 22 |
Class Features
As a Crystaficer, you gain the following class features:
Hit Points
- Hit Dice: 1d12 per Crystaficer level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Crystaficer level after 1st
Proficiencies
- Armor: Light armor,
- Weapons: Simple weapons, martial weapons
- Tools: Aether Crystal crafting tools and 2 other tool proficiency
- Saving Throws: Intelligence, Charisma
- Skills: Choose two from Arcana, Investigation, History, Perception, Insight, or Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon or (b) a martial weapon
- (a) a light crossbow and 20 bolts or (b) any martial ranged weapon
- (a) an explorer's pack or (b) a scholar's pack
- Aether Crystal crafting tools
Crystaficer Archetype
At 1st level, you choose a Crystaficer Archetype that represents your unique focus and specialization within the Crystaficer class. Your chosen archetype grants you features at 1st level and additional features at higher levels, enhancing your abilities as a Crystaficer. Choose one of the following archetypes: Aether Gambler, Crystal Sage, or Skyruin Archaeologist.
Crystal Attunement
Crystal Infusion: At 1st level, you unlock the ability to attune to Aether crystals, forming a unique connection with one crystal that becomes your focus. This chosen crystal enhances your abilities and provides elemental benefits, determined by its affinity. Additionally, you gain access to laws corresponding to the element of your attuned crystal, which you can cast using Aether Points. The number of laws you can cast is equal to your proficiency bonus, and they are randomly selected from the appropriate list of laws. When determining the saving throws, effects, or checks for these laws, use your Intelligence or Charisma modifier.
Changing Your Focus: During a short or long rest, you can change your attuned crystal, though this process always depletes the Aether crystal. Each elemental affinity offers distinct advantages:
- Air: For 1 hour, you gain a flying speed equal to half your walking speed. This ability - can't be used again until you complete a short or long rest.
- Earth: You have advantage on Constitution saving throws.
- Fire: You gain resistance to fire damage.
- Light: You gain advantage on Intelligence checks and saving throws.
- Shadow: Your law, spell, and weapon attacks deal an extra 2d6 necrotic damage.
- Water: You gain the ability to breathe underwater.
Aether Sense
At 2nd level, you develop an extraordinary ability to attune your senses to the presence of Aether crystals within 60 feet of you. As you focus your awareness, you can identify the type and approximate location of these crystals with uncanny precision.
Furthermore, when you wear no armor and wield no shield, your connection to the Aether grants you an exceptional form of protection. Your Armor Class (AC) becomes 10 + your Dexterity modifier + your Intelligence modifier. This heightened awareness allows you to swiftly evade incoming attacks.
However, should you wear armor or wield a shield embedded with an Aether crystal, your AC becomes 10 + your Dexterity modifier + your Intelligence modifier + half your current Aether points, rounded down. Be aware that your Aether points are not limitless, and each time you take damage from an attack, it reduces your current Aether points by 1.
Crystal Armaments
At 2nd level, you unlock the power to infuse your weapons and armor with Aether crystals. You can choose 3 Crystal Armaments from the list, each with unique effects. These armaments grant various benefits when equipped, enhancing your combat prowess, resilience, and versatility.
You gain access to an additional 2 Crystal Armaments at levels 5, 9, 12, 15, and 18. To equip or remove these armaments, you must spend a long rest attuning them to your gear. These crystals gradually deplete with use and require a successful Craft (Aether Crystal) check during a long rest to recharge.
Field of Study
At 3rd level, you must choose a Field of Study, representing your specialized knowledge and focus within the realm of Aether crystal manipulation. This choice is a significant aspect of your identity as a Crystaficer and can't be changed once made.
Your Field of Study grants you a unique set of abilities, including an Empowerment and an Interference. These abilities are centered around your chosen area of expertise and allow you to manipulate Aether crystals in distinct ways, often with the goal of enhancing your allies' strengths or hindering your enemies' abilities. These effects typically target living creatures but do not affect objects or creatures with the unliving trait.
To use any of these effects, you must spend 11 Aether Point. If the effect requires a save or an attack, you can use the following:
Aether save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Aether Conductor
- Empowerment: Crystal Resonance
You can attune your focus crystal to amplify the harmonious vibrations of Aether energy. As an action, you empower a willing creature within 60 feet. For 1 minute, the target gains a bonus to their next damage roll equal to your proficiency bonus. - Interference: Disruptive Aura
You manipulate your Aether crystal to emit disruptive frequencies. As a reaction when a creature within 60 feet of you makes an attack roll, you can impose disadvantage on that roll. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
Arcane Scholar
- Empowerment: Mystical Insight
Your deep understanding of Aetheric lore allows you to share insights with others. As a bonus action, for 1 minute, you grant a willing creature within 60 feet advantage on their next Intelligence or Wisdom ability check. - Interference: Arcane Disturbance
You disrupt the flow of magical energies around a creature. As a reaction when a creature within 60 feet casts a spell or law, you can impose disadvantage on their attack roll or force them to make a concentration or focus saving throw. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
Elemental Warden
- Empowerment: Elemental Affinity
You harness the elemental properties of your focus crystal, infusing a weapon. As a bonus action, you empower a melee weapon you're holding with elemental energy. Your next successful attack with this weapon deals an additional 1d12 + your Intelligence modifier as damage of an elemental type (fire, water, earth, air, light, or shadow).
- Interference: Elemental Ward
You create a protective barrier of elemental energy. As a reaction when you take damage from an attack, you can reduce the damage by an amount equal to your proficiency bonus + your Intelligence score. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
Ethereal Manipulator
- Empowerment: Phasing Resonance
You attune your crystal to the ethereal plane, allowing a willing creature within 60 feet to phase through solid matter briefly. As an action, you and the target can move through an obstacle or enemy's space without provoking opportunity until the end of both of your next turns. - Interference: Ethereal Distortion
You disrupt the ethereal connection of a creature. As a reaction when a creature within 60 feet attempts to teleport or enter the ethereal plane, you can impose disadvantage on their attempt or force them to make a Charisma saving throw. If they fail, the teleportation fails. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
Prismatic Sage
- Empowerment: Prismatic Aura
You infuse your focus crystal with prismatic energy, granting a willing creature within 60 feet temporary hit points equal to your Crystaficer level. These hit points last for 1 minute and stack with others sources of temporary hit points that do not stack with other sources. - Interference: Chromatic Disruption
You manipulate prismatic forces to create dazzling interference. As a reaction when a creature within 60 feet targets you or an ally with an attack, you can impose disadvantage on that attack roll. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
Void Scholar
- Empowerment: Void Tendril
You attune your crystal to the void, granting a willing creature within 60 feet the ability to summon a shadowy tendril of void energy. As a bonus action, the target can use the tendril to make a melee spell attack against a creature within 10 feet. On a hit, the target takes 2d8 + your Intelligence modifier as necrotic damage, and they gain temporary hit points equal to half the damage dealt. These temporary hit points last for 1 minute. The ability to use the Tendril lasts for 1 minute. The you can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and it regains expended uses after a long rest. - Interference: Void Surge You disrupt the connection to the void in a creature's vicinity. As a reaction when a creature within 90 feet activates a magical or supernatural ability, you can impose disadvantage on that activation or force them to make a Wisdom saving throw. On a failed save, the creature takes 2d10 necrotic damage, and their ability fails. On a successful save, the creature takes half damage, and their ability functions as normal. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
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 Attack action on your turn.
Field of Study Breakthroughs
At 7th level, you achieve a profound breakthrough in your chosen Field of Study, gaining access to its unique abilities. This breakthrough represents your deepening mastery of Aether crystals and your Field of Study's specialized knowledge.
Aether Conductor
- Empowerment: Resonant Cascade
You unleash a surge of Aether energy in a 30-foot cone. All creatures in the area must make a Dexterity saving throw against your Crystaficer spell save DC or take 4d6 force damage and be pushed 10 feet away from you on a failed save. On a successful save, they take half damage and aren't pushed. Once you use this ability, you can't use it again until you complete a short or long rest.
Arcane Scholar
- Empowerment: Arcane Infusion
You can channel the raw essence of Aether magic into your spells. For 1 minute, your laws and spells ignore spell resistance, and you can add your Intelligence modifier to the damage of one spell you cast on each of your turns. Once you use this ability, you can't use it again until you complete a short or long rest.
Elemental Warden
- Empowerment: Elemental Nova
You release a surge of elemental energy in a 20-foot radius. Choose an elemental type (fire, water, earth, air, light, or shadow) and unleash its power. All creatures in the area must make a Dexterity saving throw against your Crystaficer spell save DC or take 4d6 damage of the chosen type on a failed save and then take it again at the start of their next turn. On a successful save, they take half damage. Once you use this ability, you can't use it again until you complete a short or long rest.
Ethereal Manipulator
- Empowerment: Phase Flux
You temporarily shift yourself and nearby creatures between the material and ethereal planes. For 1 minute, you and up to five willing creatures within 30 feet of you gain resistance to non-magical bludgeoning, piercing, and slashing damage and have advantage on Dexterity saving throws. Once you use this ability, you can't use it again until you complete a short or long rest.
Prismatic Sage
- Empowerment: Prismatic Cascade
You release a burst of prismatic energy in a 30-foot cone. All creatures in the area must make a Dexterity saving throw against your Crystaficer spell save DC or take 4d6 radiant damage and be blinded for 1 minute on a failed save. On a successful save, they take half damage and aren't blinded. Once you use this ability, you can't use it again until you complete a short or long rest.
Void Scholar
- Empowerment: Void Eruption
You trigger a violent void eruption in a 20-foot radius. All creatures in the area must make a Constitution saving throw against your Crystaficer spell save DC or take 4d6 force damage and be restrained for 1 minute on a failed save. On a successful save, they take half damage and aren't restrained. Once you use this ability, you can't use it again until you complete a short or long rest.
Aether Gambler
In the world of mystical crystals and ancient energies, Crystaficers who follow the Aether Gambler sub-class walk a path defined by their love for the thrill of uncertainty. They believe that Aether crystals are like dice cast by the cosmos itself, and they are the gamblers at the grand cosmic casino. These daring individuals have mastered the art of tapping into the volatile potential within each crystal, willing to take risks in exchange for incredible rewards. Whether they wield the blazing flames of fire or harness the eldritch shadows, Aether Gamblers never shy away from a chance to roll the dice and defy fate. Their stories are filled with harrowing battles, sudden victories, and moments of unforeseen brilliance, all driven by their unwavering faith in the chaotic beauty of the Aether. As they weave their destinies through chance and choice, Aether Gamblers remain ever watchful for the thrill of their next gamble, for in the dance of Aether crystals, they find a life truly worth living.
Aether Gamble
At 1st level, as an Aether Gambler, you embrace the uncertainty of Aether crystals and harness their unpredictable nature to your advantage. Whenever you use an Aether points, you can choose to make an Aether Gamble. Roll a d20, and if the result is 10 or higher, the crystal's effects are enhanced or have additional benefits. If the result is 9 or lower, the crystal's effects are diminished or have unintended consequences. You must declare whether you're making an Aether Gamble before using the crystal.
Enhanced/Additional Benefits (Roll Result 10 or Higher):
- Fire: The flames burst forth with greater intensity. Your next attack deals an extra 1d6 fire damage, and if it hits, the target must make a Dexterity saving throw or be set on fire, taking 1d6 fire damage at the start of each of its turns until it extinguishes the flames with a successful Dexterity check (DC 8 + your proficiency bonus + your Intelligence modifier).
- Water: The water's soothing properties invigorate you. You regain hit points equal to your proficiency bonus, and you can remove one condition affecting you, such as poison or being frightened.
- Earth: The earth's stability fortifies your resolve. You gain temporary hit points equal to your Crystaficer level, and you have advantage on saving throws against being pushed, restrained, or knocked prone.
- Air: The winds carry you aloft. You gain a flying speed equal to your walking speed for 1 minute, allowing you to hover above the battlefield and ignore difficult terrain.
- Light: The radiant energy fills you with resilience. You gain advantage on your next saving throw against any effect that would impose a condition on you, and you have resistance against radiant damage until the start of your next turn.
- Shadow: The shadows deepen, obscuring your presence. You inflict an extra 1d6 necrotic damage with your next successful attack, and the target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Diminished/Unintended Consequences (Roll Result 9 or Lower):
- Fire: The flames sputter and burn dimly. Your next attack deals half damage, and the target has advantage on the saving throw to resist being set on fire.
- Water: The water feels tepid and provides no healing. You gain no hit points, and using this crystal triggers a minor chill, imposing disadvantage on your next attack roll or ability check.
- Earth: The earth's strength wanes, offering little protection. You gain no temporary hit points, and your movement speed is reduced by half until the start of your next turn as you feel sluggish.
- Air: The winds buffet you, but you cannot ascend. Your flying speed does not manifest, and you lose your next turn as you struggle to maintain your balance.
- Light: The radiant energy eludes your grasp. You do not gain advantage on your saving throw, and your next attack deals half damage as the light diminishes.
- Shadow: The shadows recoil from your touch. Your next successful attack deals half damage, and you take disadvantage on your next saving throw as the shadows sap your strength.
Lucky Aura
Starting at 1st level, your connection with Aether crystals infuses you with an aura of luck and unpredictability. You gain the following benefits:
Fortune's Favor:
When you make an attack roll, an ability check, or a saving throw, you can spend 1 Aether point to roll a d4 and add the result to the roll. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this feature after a long rest.
Evasive Reflexes:
When an enemy makes a melee or ranged attack against you, you can spend 1 Aether Point use your reaction to roll a d4 and subtract the result from the attacker's attack roll. This ability allows you to nimbly evade incoming attacks by harnessing the chaotic nature of Aether crystals. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this feature after a long rest.
Gambler's Luck (Level 6 Feature)
Starting at 6th level, your gambler's intuition and affinity for Aether crystals allow you to tap into the unpredictable energies of chance. By spending 1 Aether point, you can invoke the Gambler's Luck ability and roll a d20 to determine its effects. The result of your roll determines the outcome of your gamble:
- Roll Result 20: Jackpot! - Lady Luck shines brightly upon you. You regain all spent Aether points, and your next attack or ability check gains advantage.
- Roll Results 6-19: Positive Outcome - The cosmic dice favor you. You regain 1d4 hit points, and your next attack or ability check has a +2 bonus.
- Roll Result 5: Minor Setback - The fates jest at your expense. You lose 1d4 Aether points, and your next attack or ability check has a -2 penalty.
- Roll Result 4: Backfired Chance - The Aether crystals play tricks on you. You lose 1d6 Aether points, and your next attack or ability check has a -4 penalty.
- Roll Result 3: Disastrous Mishap - Lady Luck turns her back on you. You lose 1d8 Aether points, and your next attack or ability check has a -6 penalty.
- Roll Result 2: Catastrophic Failure - The cosmic dice bring calamity. You lose 1d10 Aether points, and your next attack or ability check automatically fails.
- Roll Result 1: Aether Backlash - The Aether crystals rebel against you. You lose 1d12 Aether points, and a random harmful effect occurs, determined by the DM.
Evasion of Chance
At 10th level, your mastery over Aether crystals allows you to mitigate the risks associated with Aether Gambles. When you make an Aether Gamble and the result is 9 or lower, you can reroll the d20 once and use the new result. You can use this feature once per short or long rest.
Aether Mirage
At 14th level, you've become a master of manipulating Aether crystals, and your connection with chance has reached its zenith. You can now create powerful Aether mirages that confound and beguile your foes. By spending 3 Aether points, you can activate Aether Mirage as an action. When you do, you project illusory duplicates of yourself that shimmer with Aether energy, making it nearly impossible for enemies to discern your true location.
For 1 minute, you gain the following benefits:
- Evasion Illusion: When you're targeted by an attack or targeted by an area effect, you can use your reaction to roll a d20. On a roll of 10 or higher, one of your illusory duplicates takes the hit instead, protecting you from harm. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain expended uses after a long rest.
- Evasive Dance: Your movement speed increases by 10 feet, and you can move through other creatures and objects as if they were difficult terrain. You take no opportunity attacks when moving out of an enemy's reach.
- Confounding Mirage: When you make an attack or take the Dash, Disengage, or Hide action during this time, you can move up to 10 feet in any direction without provoking opportunity attacks.
Once you use Aether Mirage, you can't use it again until you complete a long rest.
Skyruin Archaeologist
The Skyruin Archaeologist is a daring explorer and scholar who specializes in uncovering the secrets of ancient, floating civilizations. They combine their knowledge of history, artifacts, and daring acrobatics to navigate perilous skyruins and recover lost relics. As a Skyruin Archaeologist, you gain the following features:
Skyruin Lore
At 1st level, your extensive studies have granted you profound insight into skyruins, their history, and their secrets. You gain proficiency and expertise in History and Investigation skills. Additionally, you gain the ability to decipher ancient scripts and languages related to skyruins, even those considered long-lost.
Ruin Explorer
Your experiences as a Skyruin Archaeologist have honed your senses and reflexes, making you an expert at navigating dangerous terrain. You gain the following benefits:
- Eagle Eyes: You have advantage on Wisdom (Perception) checks related to hidden traps, secret doors, or concealed objects within skyruins.
- Agile Acrobat: Your agility allows you to move through difficult terrain and perform acrobatic feats with ease. You can ignore difficult terrain when you take the Dash action, and you gain proficiency in the Acrobatics skill.
- Quick Reactions: You gain a +2 bonus to your initiative rolls. If you already have a bonus from another source, you gain advantage on initiative rolls instead.
Relic Hunter
Your expertise in recovering ancient artifacts has reached new heights. At 6th level, you gain the following abilities:
- Artifacts of the Sky: You can identify the properties and functions of any magic item related to skyruins and their cultures, even if you haven't seen it before. Additionally, your proficiency bonus is doubled for any Arcana checks related to such items.
- Relic Recovery: When you successfully recover an artifact or relic from a skyruin, you can choose to absorb some of its power. Once per long rest, you can attune to one additional magic item, and you can have one additional magic item attuned at a time.
Aerial Archaeology
At 10th level, your mastery of skyruin exploration allows you to navigate the skies with ease. You gain the ability to cast the Levitate spell without expending a spell slot or material components. You can target yourself or an object you touch with this spell, allowing you to ascend, descend, or hover in mid-air, making it invaluable for exploring skyruins suspended in the clouds.
Ruin Whisperer
Your deep connection to skyruins grants you unparalleled insights. At 14th level, you can commune with the spirits of ancient civilizations that once inhabited these floating structures. Once per long rest, you can cast the Contact Other Plane spell to seek guidance or knowledge from the spirits of skyruin builders. When you cast this spell, you have advantage on the Intelligence saving throw to avoid suffering psychic damage. Additionally, you can ask one additional question beyond the spell's normal limit.