Create Your Character

Choose from a variety of races and classes to create your adventurer. View a selection of the available races and classes below.

Races

Human

Human

The humans of Aether are a diverse mix of people. Some are fair-skinned and some are dark; some are strong while others are bookish. Compared to other races, humans don't particularly excel in anything, but they are very adaptable.

Ability Scores

Two different ability scores of your choice each increase by 2.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and one extra language of your choice.

Skilled: You gain proficiency in two skills and one tool proficiency of your choice.

Extra Feat: You gain one feat of your choice.

Aarakocra

Aarakocra

The Aarakocra are a race of flightless bird-people. They most commonly resemble parrots or crows, though Aarakocra of all shapes and sizes can be found. They possess an uncanny gift for socializing and have ingratiated themselves into all parts of society around the core lands. Historical records suggest the Aarakocra lacked a culture of their own prior to The Calamity, so modern Aarakocra culture is largely a blend of other races' traditions but with a unique flair.

Ability Scores

Your Charisma score increases by 2. Your Dexterity score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Auran.

Socially Apt: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Glide: You can use your reaction when you fall to slow your rate of descent to 60 feet per round. If you land within one minute, you take no falling damage and land on your feet.

Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

LOCKED: Pay $15 to unlock this trait.

Gnoll

Gnoll

Gnolls are often seen as the outcasts of society. They still remember an ancient feud with the humans, one that was never fully resolved. As a result, there's a prejudice about gnolls being bandits, pirates, and thugs. Though many gnolls do fit this stereotype, many others have come to live among the other races.

Ability Scores

Your Strength score increases by 2. Your Constitution score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Gnollish.

Fierce Hunter: You gain proficiency with two of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses: You have advantage on Perception checks that rely on hearing or smell.

Rampage: When you reduce a creature to 0 hit points with an attack on your turn, you can take a bonus action to move up to half your speed and make one weapon attack.

Kobold

Kobold

Kobolds are a diminutive race of reptilians with vaguely dragon-like features. Unsurprisingly, kobolds themselves like to claim they're related to dragons. They come in a wide variety of colors, both chromatic and metallic. Kobolds tend to have a strong bond with their clan since traditionally they have believed in safety in numbers. Kobolds are often restless, constantly coming up with new ideas, plans, and schemes. They're also notoriously cowardly. Not many become adventurers, but those who do are eager to prove their worth to their companions.

Ability Scores

Your Dexterity score increases by 2. Your Intelligence score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Small.

Languages: You can speak, read, and write Common and Draconic.

Crafty: You gain proficiency with two of the following skills of your choice: Acrobatics, Investigation, Sleight of Hand, or Stealth.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Draconic Resistance: You have resistance to one damage type of your choice: acid, cold, fire, lightning, or poison.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Lisk

Lisk

Liska tend to congregate around wet climates. Islands with an abundance of water crystals will often have a lisko settlement nearby. They are a sturdy folk who exhibit a seemingly emotionally-detached demeanor.

Ability Scores

Your Constitution score increases by 2. Your Wisdom score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Draconic.

Hunter's Lore: You gain proficiency with two of the following skills of your choice: Nature, Perception, Stealth, and Survival.

Aquatic: You can hold your breath for 15 minutes at a time. You also have a swimming speed of 30 feet.

Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. (Your DM may allow you to create other items.) To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Minotaur

Minotaur

Minotaurs are right at home on the plains. They have overcome a brutal, savage history and tend to live as farmers and nomads living off the land. Don't underestimate them, however; an angry minotaur is still a fearsome foe.

Ability Scores

Your Wisdom score increases by 2. Your Strength score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Tauric.

Naturalist: You are proficient in your choice of one of the following skills: Animal Handling, Athletics, Insight, or Nature.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Labyrinthine Recall: You can perfectly recall any path you have traveled.

Charger: When you use your action to Dash, you can use a bonus action to make one weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Ratling

Ratling

The ratlings are naturally inquisitive and inventive. These small folk have produced some of the finest scholars in the realm. So intense is their passion for learning that their capital itself strongly resembles a university.

Ability Scores

Your Intelligence score increases by 2. Your Charisma score and one other ability score of your choice each increase by 1.

Racial Traits

Size: Your size is Small.

Languages: You can speak, read, and write Common and Ratatat.

Loremaster: You are proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion.

Expertise: Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Cantrip: You know one of the following cantrips: Druidcraft, Prestidigitation, or Thaumaturgy.

Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Sylvanine

The Calamity brought unparalleled destruction to our world. But for some, it brought a new beginning. From some of the most densely-wooded islands emerged a new race of fey-touched canine humanoids. They quickly learned to integrate with humans and their allied kin. This was not merely for survival; they also possessed a keen desire to learn from the elder races everything from culture to technology.

Ability Scores

Your Charisma score increases by 1. One other ability score of your choice increases by 1.

Racial Traits

Size: Your size is Medium.

Languages: You can speak, read, and write Common and Auran.

Born of Nature: You are proficient in your choice of one of the following skills: Acrobatics, Perception, Stealth, or Survival.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Subrace: Sylvanines come in several shapes and sizes, but they can generally be classified into ironfangs and swiftpaws. Choose one of these subraces.


Ironfang Sylvanine

Ironfang

As an ironfang sylvanine, you are strong and robust and have the instincts of a hunter. Ironfang sylvanines typically resemble humanoid wolves.

Ability Score Increase: Your Strength score increases by 1.

Beast Speech: You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Hunter’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.


Swiftpaw Sylvanine

Swiftpaw

As a swiftpaw sylvanine, the magic of the Feywild flows through you a little more freely, and you’re lithe and agile. Swiftpaw sylvanines tend to resemble humanoid foxes.

Ability Score Increase: Your Dexterity score increases by 1.

Cantrip: You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.

Fleet of Foot: Your base walking speed increases to 35 feet.

Classes

Fighter

Fighters are tough.

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Rogue

Rogues are sneaky.

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Cleric

Clerics are wise.

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Wizard

Wizards are smart.

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