Unique even among all of Cathar's many soldiers and mercenaries, the Aetherblade Knights are a secretive and mysterious group. A scarce few know of the group's origins, and even fewer know anything about its members. They are fearless, channeling raw magical power into their weapons and body in order to expand their abilites and heal their wounds. Though they are incapable of casting spells, Aetherblade Knights instead excel in minute manipulations of the magic that courses through the air around them, augmenting their speed and toughness. In combat, the Aetherblade Knight is a whirlwind, able to turn a horde of even the toughest monsters into a stack of corpses in mere minutes.
hit dice:
1d10 per fighter level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
- (a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
class features:
Adaptive Weapon I: Infusion
When you take this Archtype at 3rd level, you gain the ability to utilize raw magical power to improve your weapons. As an action, you can consume elemental dust from your inventory to imbue your weapon. Your weapon now deals an additional 1d6 damage of the element infused. This amount increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.
In addition, you gain the ability to make certain actions depending on the purity and type of element used, as listed in the description of the element dust item consumed in the upgrade.
Elemental Strike
Starting at 7th level, your skills have advanced sufficiently to grant you new abilities. As an action or reaction, you may leap towards a creature within range of your movement speed, plunging your sword into its flesh and dealing elemental damage equal to your fighter level depending on your weapon's infusion.
Adaptive Weapon II: Channelling
A 10th level, you can manipulate the power you have imbued within your weapon in order to make attacks. Choose one of the following abilities you gain. You may select an additional ability at 15th and 18th level.
Aetherstream. As an action, point your sword at a creature within 60ft of you. A 8ft wide beam of magical power extends from the end of your weapon, dealing 4d8 damage of your weapon's imbued element to all creatures within it.
Aetherquake. As an action, stab the blade of your sword into the ground. A tremor shakes the earth around you, and all creatures within a circe 40ft wide centered on your sword must succeed on a constitution saving throw or take 2d8+6 damage of your weapon's element and be knocked prone. Upon a success, they take half damage and are not knocked prone.
Guard. As a bonus action or reaction, expand the energy within your weapon, forming a small shield in front of you. This shield acts as half cover, and can can absorb damage equal to your fighter level plus your constitution modifier. This shield is immune to damage of your weapon's element. If the shield is broken, make a constitution saving throw. Upon a failure, you take any remaining damage. Upon a success, you take no damage.
Aethershine. You ignite the energy within your weapon, increasing the damage it deals. Whenever you make an attack, roll an additional d6 when determining the bonus elemental damage dealt by Adaptive Weapon I: Infusion. In addition, as a bonus action you may release this energy, dealing your weapon's infusion damage to all creatures within a 10ft radius. When you do this, you cannot use this ability's bonus damage for 5 minutes.
Aetherwind
Beginning at 15th level, when you use Second Wind, you may choose to expend some of your weapon's energy to boost your healing. If you do so, you regain an additional 1d10 hit points. When you do this, the infusion damage of your weapon decreases by 1d6 for five mintues.
Adaptive Weapon III: Projection
At 18th level, the energy around you is merely food for your blade, fuel for your abilities. Choose one of the following features.
Galvanize. As an action, absorb the energy around you and harden your skin. During this time, you have resistance to nonmagical bludgeoning and slashing damage, as well as resistance to your weapon's infused element. This transformation lasts for two minutes or until you expel it as a bonus action.
Aetherform. As an action, concentrate ambient energy in a location within 20ft of you. A ghostly silhouette of your body appears at that location. When you move, it moves towards the same location. When you attack, it attacks. It is invsible to nonmagical vision and can be dispelled by any ability that dispels magic. It deals damage equal to your weapon's infusion damage. The silhouette lasts for five minutes or until you dispel it as a bonus action.
subclass options: