Aetheric Magic manipulates space, perception, and the doorways between realms. Aetheric magic is the magic of scrying and teleportation. Most aetheric attack spells deal psychic damage, force damage, or both.
You teleport the target a number of paces up to your Intelligence modifier, and the target grants advantage to you and your allies until the end of your next turn.
If the target is already granting you advantage, choose one additional effect:
the target suffers 2d6 falling damage and is knocked prone.
the target becomes insubstantial and cannot inflict damage or affect creatures or objects until the end of your next turn.
Leveling Up
At each even level, you choose a new at-will spell or cantrip. You may choose spells or cantrips from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to learn new spells, or add spells to your spellbook; you may choose ranked spells from this class feature or any of your other class features.
You may communicate with the target as if they were adjacent and can hear you. The target perceives the communication as coming from inside their own head, spoken in your voice. So long as they are conscious, they can hear you even if they are deaf or you are mute or otherwise incapable of communicating, and the target may respond as a free action even if they cannot otherwise communicate.
You teleport to a space adjacent to the target, then make a basic melee attack against it. If you teleported to a space on the opposite side of the target from your original space, this attack gains advantage against the target.
The item disappears into a small interdimensional space. You may retrieve the item again as an immediate action. The space can hold a total number of items equal to your Intelligence modifier, whose total weight does not exceed twice your Intelligence score in pounds. No object larger than a polearm or suit of armor may be placed into the space, and living creatures cannot enter the space.
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You teleport the target a number of paces up to your Intelligence modifier, and the target grants advantage to you and your allies until the end of your next turn.
If the target is already granting you advantage, choose one additional effect:
the target suffers 2d6 falling damage and is knocked prone.
the target becomes insubstantial and cannot inflict damage or affect creatures or objects until the end of your next turn.
You summon an invisible, intangible arcane eye in the targeted space. Until you end this stance, you may expend a move action to move the eye up to 8 paces. Creatures, illusions and objects within a number of paces of the eye equal to your Wisdom modifier are visible to you even if you do not have line of sight to them or the eye, and you may use Arcana instead of your Perception skill to pierce all illusions, stealth, or invisibility within the eye's radius. You may end this stance as an immediate reaction to teleport yourself into the eye's space.
Sustain:
You must expend a standard action to sustain this stance. When you do, you may move the eye up to 8 paces. The eye vanishes when you end this stance for any reason.
You teleport the target a number of paces up to your Intelligence modifier, and the target grants advantage to you and your allies until the end of your next turn.
If the target is already granting you advantage, choose one additional effect:
the target suffers 2d6 falling damage and is knocked prone.
the target becomes insubstantial and cannot inflict damage or affect creatures or objects until the end of your next turn.
The target space becomes a zone until the end of the encounter. Whenever you would teleport a creature or object, you may double the range of the teleportation effect if the target's destination is this aethereal beacon.
You create a doorway between your current space and the target space that lasts until the end of your next turn. Then, you teleport into the target space, and each enemy adjacent to the target space grants advantage to you until the end of your next turn.
While both doorways exist, any creature in either doorway space may teleport into the other doorway space as a move action.
Sustain:
You may sustain both doorways until the end of your next turn as a move action. When you do, if you are adjacent to one doorway, you may teleport into the other doorway's space as part of that action.
Until you end this stance, creatures within 5 paces of you may not teleport or summon creatures, and insubstantial creatures lose their insubstantiality.
Sustain:
You must expend a move action during each of your turns to sustain this stance until the end of your next turn. You may shift one pace as part of this action.
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