Aether
Domain overview
There is a chaotic force all around us that some have the talent to wield. This domain dips a toe into that magical power that radiates across the world of Thelione.
Download the official class and domain PDF here: https://www.drivethrurpg.com/en/product/557506/aether-anarchist-exp-aether-domain-class?affiliate_id=4738976
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Crackling Question |
Many questions rise in such a mysterious world.
Many questions rise in such a mysterious world. You may spend a Hope to reach out into the Aether and ask a question. Make a spellcast roll. On a success, you get good advice and advantage on your next roll that relates to the question's topic. On a failure, you receive disadvantage. |
0 |
| 1 | Spell | Aether Allergen |
Your connection to this mysterious force, Aether, allows you to perform simple, harmful effects.
Your connection to this mysterious force, Aether, allows you to perform simple, harmful effects. For example, slightly shifting some books so someone stubs their toes, giving someone the feeling that there's a hair in their mouth, making someone suddenly aware of their own breathing. Until the next scene their next action (both in RP and battle) is made at disadvantage. |
1 |
| 1 | Spell | Aether Chaos Bolt |
Make a spell attack, when you hit roll 2d6 magic damage.
Make a spell attack, when you hit roll 2d6 magic damage. If they're the same number, roll another d6, and continue this until one of them doesn't match your number. |
1 |
| 2 | Ability | Aether Detector |
Spend a Hope to detect where spots of condensed Aether would be within Very Far range.
Spend a Hope to detect where spots of condensed Aether would be within Very Far range. During battle, you can sense where they are (a random location within Very Far range). You can then move to that spot and roll 1d4 + your tier. This is how many rolls you get on the boon table before the condensed Aether runs out. |
2 |
| 2 | Spell | Aether Blade |
Spend a Hope to cause Aether to coalesce around your weapon of choice.
Spend a Hope to cause Aether to coalesce around your weapon of choice. Your next attack moves through your enemy's armor so they must mark HP without the ability to mark an armor slot. |
1 |
| 3 | Ability | Aether-Walker |
Walk the threads of Aether-driven fate, mark a Stress to see a distinct connection between an individual you can currently touch and one you’ve previously touch…
Walk the threads of Aether-driven fate, mark a Stress to see a distinct connection between an individual you can currently touch and one you’ve previously touched |
1 |
| 3 | Spell | Dark Reflection |
You are becoming better at channeling the Aether and have started to discover some of the darker magics...
You are becoming better at channeling the Aether and have started to discover some of the darker magics... You may spend a Hope to redirect an incoming attack that is targeting you to a random target within close range (both enemies and allies count toward this). |
2 |
| 4 | Ability | Aether Siphon |
Your abilities within the Aether grow and you can now siphon Aether from an object.
Your abilities within the Aether grow and you can now siphon Aether from an object.
|
2 |
| 4 | Spell | Chaos Warp |
Make a spell attack roll, if it hits you may spend one Hope to roll 1d10, the target is teleported to very far distance in one of the cardinal directions from the d10 (cardinal directions and up and down) in an unoccupied space.
Make a spell attack roll, if it hits you may spend one Hope to roll 1d10, the target is teleported to very far distance in one of the cardinal directions from the d10 (cardinal directions and up and down) in an unoccupied space. |
1 |
| 5 | Ability | Aether Cloud Travel |
mark a stress to create a large condensed Aether cloud that can carry up to 6 people.
mark a stress to create a large condensed Aether cloud that can carry up to 6 people. Mark an additional per hour it is maintained. |
0 |
| 5 | Ability | Aethermic Boom |
If an enemy attacks with critical success, you can cause an Aetherial explosion.
If an enemy attacks with critical success, you can cause an Aetherial explosion. Everyone within Very Close range takes d12 damage. All creatures within the range must make a DC 20 reaction roll to avoid the damage and be pushed back to Close range. You can also mark a stress to give allies advantage on their reaction roll. |
1 |
| 6 | Ability | Dark Interest Rates |
If a GM spends Fear for something, you can just say no regaining the spotlight, but the GM gets that much Fear, doubled, back.
If a GM spends Fear for something, you can just say no regaining the spotlight, but the GM gets that much Fear, doubled, back. This then goes to your vault after use. |
2 |
| 6 | Spell | From Below |
Spend a Hope to reach into the aether around you.
Spend a Hope to reach into the aether around you. You create 2 lines of Aether as an attack, coming from yourself, in any direction extending to close range, dealing 1d20 magic damage to creatures in those paths. You can also mark a Stress to add 2 more lines in different directions. |
2 |
| 7 | Ability | Aether Touched |
When 4 or more of the domain cards in your loadout are from the Aether domain, gain the following benefits:
When 4 or more of the domain cards in your loadout are from the Aether domain, gain the following benefits:
|
1 |
| 7 | Ability | Old Protector |
If an enemy’s attack hits, you can spend an armor slot to tap into an old, deep connection to the Aether.
If an enemy’s attack hits, you can spend an armor slot to tap into an old, deep connection to the Aether. All damage is negated and the attacker will take 1d8 fire damage. You can do this a number of times equal to your tier. |
1 |
| 8 | Ability | Devour Aether |
The first time each fight you land a killing blow devour the Aetheric essence of your victim.
The first time each fight you land a killing blow devour the Aetheric essence of your victim. When you do gain one Hope and all enemies within very close gain one stress. |
2 |
| 8 | Ability | Give yourself to Aether |
Once per long rest you can give yourself over to the Aether.
Once per long rest you can give yourself over to the Aether. Use any number of Hope to clear an equal number of Stress. |
1 |
| 9 | Ability | Aetherial Capacitance |
When you mark your last hit point, you have another option for a death action: Aetherial Capacitance.
When you mark your last hit point, you have another option for a death action: Aetherial Capacitance. Roll 1d6, you feel the Aether moving through your veins to keep you alive. You have that many more actions (all at advantage) before you pass through the veil of death. In those rounds, you only have to crit once in those turns to get back up with 1 HP. This doesn’t count toward your active number of domain cards. |
0 |
| 9 | Spell | Soul Anchor |
You can grab a double of yourself from another timeline/dimension as another member of your party until the battle is over.
You can grab a double of yourself from another timeline/dimension as another member of your party until the battle is over. This double has half your max hit points and Stress, and has max Hope. |
2 |
| 10 | Ability | Card Counter |
Spend a number of Hope equal to the max number of Hope you can have.
Spend a number of Hope equal to the max number of Hope you can have. Pick 3 random domain cards from other members of your party. You gain a copy of those until your next long rest. This card goes to your vault until your next long rest. |
3 |
| 10 | Spell | Aether Avatar |
Your understanding of and connection to the Aether has surpassed any expectations.
Your understanding of and connection to the Aether has surpassed any expectations. You can now spend 3 stress to become an Aether Avatar. While in this form you:
|
0 |
Domain cards

1
Crackling Question
Many questions rise in such a mysterious world. You may spend a Hope to reach out into the Aether and ask a question. Make a spellcast roll. On a success, you get good advice and advantage on your next roll that relates to the question's topic. On a failure, you receive disadvantage.

1
Aether Allergen
Your connection to this mysterious force, Aether, allows you to perform simple, harmful effects. For example, slightly shifting some books so someone stubs their toes, giving someone the feeling that there's a hair in their mouth, making someone suddenly aware of their own breathing. Until the next scene their next action (both in RP and battle) is made at disadvantage.

1
Aether Chaos Bolt
Make a spell attack, when you hit roll 2d6 magic damage. If they're the same number, roll another d6, and continue this until one of them doesn't match your number.

2
Aether Detector
Spend a Hope to detect where spots of condensed Aether would be within Very Far range. During battle, you can sense where they are (a random location within Very Far range). You can then move to that spot and roll 1d4 + your tier. This is how many rolls you get on the boon table before the condensed Aether runs out.

2
Aether Blade
Spend a Hope to cause Aether to coalesce around your weapon of choice. Your next attack moves through your enemy's armor so they must mark HP without the ability to mark an armor slot.

3
Aether-Walker
Walk the threads of Aether-driven fate, mark a Stress to see a distinct connection between an individual you can currently touch and one you’ve previously touched

3
Dark Reflection
You are becoming better at channeling the Aether and have started to discover some of the darker magics... You may spend a Hope to redirect an incoming attack that is targeting you to a random target within close range (both enemies and allies count toward this).

4
Aether Siphon
Your abilities within the Aether grow and you can now siphon Aether from an object.
- Part 1 (level 4): Once per long rest, You gain Hope equal to your tier. At a higher level, this gains the second part of this card.
- Part 2 (level 8): Once per long rest, after a successful melee attack, mark a stress to siphon Aether from the being you're attacking. You gain hope equal to the Hit Points they marked.

4
Chaos Warp
Make a spell attack roll, if it hits you may spend one Hope to roll 1d10, the target is teleported to very far distance in one of the cardinal directions from the d10 (cardinal directions and up and down) in an unoccupied space.

5
Aether Cloud Travel
mark a stress to create a large condensed Aether cloud that can carry up to 6 people. Mark an additional per hour it is maintained.

5
Aethermic Boom
If an enemy attacks with critical success, you can cause an Aetherial explosion. Everyone within Very Close range takes d12 damage. All creatures within the range must make a DC 20 reaction roll to avoid the damage and be pushed back to Close range. You can also mark a stress to give allies advantage on their reaction roll.

6
Dark Interest Rates
If a GM spends Fear for something, you can just say no regaining the spotlight, but the GM gets that much Fear, doubled, back. This then goes to your vault after use.

6
From Below
Spend a Hope to reach into the aether around you. You create 2 lines of Aether as an attack, coming from yourself, in any direction extending to close range, dealing 1d20 magic damage to creatures in those paths. You can also mark a Stress to add 2 more lines in different directions.

7
Aether Touched
When 4 or more of the domain cards in your loadout are from the Aether domain, gain the following benefits:
- Gain an additional Hope slot
- Once per rest you may reroll any one die after you see the result

7
Old Protector
If an enemy’s attack hits, you can spend an armor slot to tap into an old, deep connection to the Aether. All damage is negated and the attacker will take 1d8 fire damage. You can do this a number of times equal to your tier.

8
Devour Aether
The first time each fight you land a killing blow devour the Aetheric essence of your victim. When you do gain one Hope and all enemies within very close gain one stress.

8
Give yourself to Aether
Once per long rest you can give yourself over to the Aether. Use any number of Hope to clear an equal number of Stress.

9
Aetherial Capacitance
When you mark your last hit point, you have another option for a death action: Aetherial Capacitance. Roll 1d6, you feel the Aether moving through your veins to keep you alive. You have that many more actions (all at advantage) before you pass through the veil of death. In those rounds, you only have to crit once in those turns to get back up with 1 HP. This doesn’t count toward your active number of domain cards.

9
Soul Anchor
You can grab a double of yourself from another timeline/dimension as another member of your party until the battle is over. This double has half your max hit points and Stress, and has max Hope.

10
Card Counter
Spend a number of Hope equal to the max number of Hope you can have. Pick 3 random domain cards from other members of your party. You gain a copy of those until your next long rest. This card goes to your vault until your next long rest.

10
Aether Avatar
Your understanding of and connection to the Aether has surpassed any expectations. You can now spend 3 stress to become an Aether Avatar.
While in this form you:
- Take one less hit point when hit
- Increase proficiency by 1
- Can move Far without needing to roll
Aether Avatar
There is a chaotic force all around us that some have the talent to wield. This domain dips a toe into that magical power that radiates across the world of Thelione.
Download the official class and domain PDF here: https://www.drivethrurpg.com/en/product/557506/aether-anarchist-exp-aether-domain-class?affiliate_id=4738976
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Aether Avatar Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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