The Codex of the Aurelian Wilds

“A lean tabletop layer for the Auremon campaign — D&D-shaped enough to learn fast, stripped down so the focus stays on the Auremon.”

1. Characters

Concept

Every player character is human, born in or wandering through Veyrith. Each carries a small Aether Affinity — an inborn pull toward one of the 16 Aether types. This is not "playing an elemental"; it's a flavor hook plus a small mechanical lean.

Identity fields on the sheet

  • Name, pronouns, home region
  • Path — one of five starting archetypes
  • Level — 1 to 20, advances with story milestones
  • Primary Aether Affinity — one of the 16 types
  • Aetheric Trait — one named quirk tied to the affinity
  • Backstory — couple of paragraphs

Aetheric Trait examples

A small, evocative inborn quirk. Mostly flavor; the DM can lean on it for moments of grace.

AffinityTraitWhat it does
FlameForge-touchedMatches and torches light at your touch. You shrug off mild burns.
TideStillwaterYou can sleep underwater an hour without drowning.
VerdantGreentonguePlants lean toward you; you can taste-test if water is safe.
StormStormlitYour hair stands on end seconds before lightning strikes nearby.
FrostColdbornSnow doesn't stick to you. You never feel winter cold.
GaleWindsongYou can whistle a tone that carries impossibly far in open country.
EarthStonebracedYou can sleep on raw rock. Falls of less than 20 ft don't injure you.
MetalForgekinYou can tell the alloy and origin of any worked metal by holding it.
VenomBittertongueYou can taste a single drop of poison and name its source.
SpiritWake-walkerYou can see your breath where the recently dead lingered.
ShadowQuietfootYour footsteps make no sound on still nights.
MindClearwaterYou shake off mental confusion in one round, every time.
LightDawnsungA small radiant glow when you sing or pray; gone otherwise.
DreamHalf-sleeperYou remember every dream. Sometimes they are useful.
BeastPack-knownWild Auremon don't flee you on sight. They may still attack.
MythOld-bloodOne Auremon you have not yet met has heard of you. You don't yet know which.

Pick freely. Players can write their own.

2. Vital Pools

Four numbers you actually track in play. All tied to your level and Path.

PoolWhat it doesStarting value
HPYour life. At 0 you fall unconscious; your Auremon flees or guards you.8 + Body × 2
SpeedFeet of movement per round on foot.30 ft
Aether PoolFuel for empowering Auremon, swapping without a turn, pushing a move past its limit.3 + Bonding
ResolveMental fortitude. Spend to resist fear, charm, despair, or to keep moving past a moment you'd otherwise freeze.3 + Tactics

Recovery

  • Short rest (10 minutes): regain Resolve fully, recover 1 Aether.
  • Long rest (8 hours): full HP, Aether, Resolve.

3. Aether Prowess

Replaces D&D's six attributes. Each starts at +0 to +2 at level 1; rises every 4 levels.

StatCoversD&D analogue
BondingCalming wild Auremon, deepening pacts, reading their moods.CHA (with Auremon)
TacticsBattle sense, initiative, choosing when to switch or empower.INT (combat)
VigilSpotting threats, scouting, listening, tracking.WIS perception
LoreKnowing things — Aether, factions, ruins, Auremon species.INT knowledge
BodyClimbing, hauling, soaking a hit yourself, melee without an Auremon.STR + CON
GraceDodging, balance, sleight of hand, fast hands.DEX

Roll resolution: d20 + Prowess vs DC 10 (easy) / 13 (moderate) / 17 (hard) / 20 (legendary). Add proficiency on Path-favored checks (+2 at level 1, scaling).

4. Paths

A Path is the player's starting archetype. Choose one at character creation.

PathTheme+1 toStarting feature
WalkerWandering generalistBondingQuiet Bond — once per long rest, one Aether Seal attempt automatically succeeds.
WardenAetherwatch rangerVigilWildmark — you can name and remember every Auremon you've seen.
ResearcherField scholarLoreField Notes — 1 minute observing reveals a creature's type matchups and one ability.
DuelistTournament fighterTacticsRead the Field — once per combat, swap two of your party's Auremon turn order.
SpeakerFaction diplomatBondingOpen Hand — in non-combat social situations, your active Auremon doesn't count against the room's tension.

Each Path gets new features at levels 3, 6, 10, 14, and 18 — design these as the campaign reveals what suits each character.

5. Auremon Bonding & Seals

Aether Seals replace Pokéballs. They are not magic prisons — they encode an offered pact.

A successful seal requires:

  • The Auremon is weakened (below half HP), calm (post-bonding moment), or impressed by the trainer.
  • The trainer makes a Bonding check vs DC determined by the creature's rarity.
RarityDC
Wild common10
Wild rare13
Pseudo-legendary16
Legendary20+ (story-only)

Party size: Up to 3 bonded Auremon may be active at any time. Additional bonds wait at home, in a Keeper's roost, or at the field lab.

What breaks a bond

  • Repeated cruelty or neglect.
  • Forcing an Auremon to fight against its nature (e.g. Mistrel forced to kill).
  • Using a corrupted (Riftborn) seal.
  • The Auremon's chosen sacrifice — if it leaves you, the bond is honored, not broken.

6. Designing Auremon

Stat block

  • CR (Challenge Rating): tier of power.
  • HP · AC · Speed.

Moves

Each Auremon learns a small set — 2 at stage 1, 3 at stage 2, 4 at stage 3. Plus 1 unique move learned at the story-triggered evolution moment.

Format every move with: name • type • damage • effect.

  1. At stage 1: one damaging + one utility. Don't double up on damage.
  2. Use Aether types — the type chart should pay off in play.
  3. Let moves scale on 1 Aether spent (e.g. "1d6, or 2d6 with 1 Aether").
  4. Favor conditions over bare numbers: Marked, Smoldering, Slowed, Surprised.

Abilities

One ability at stage 1, 2 at stage 2, 3 at stage 3. Abilities are always-on or trigger-based — not turn-spending.

  1. One flavor-first ability: "in forest terrain, advantage on Vigil checks".
  2. One combat-trigger ability: "when its trainer takes damage…", "when reduced to 1 HP…".
  3. Save raw damage bonuses for legendaries — at stage 1 they make creatures samey.

Worked examples

Open the compendium and view Spriglet, Emberkit, or Bubblusk — they're filled in as templates.

7. A Session in Play

Each session cycles through 2–4 of these phases. Don't railroad — let players choose the next one when it's natural.

PhaseWhat happens
TravelOpen terrain, encounters, navigation. Vigil and Lore shine.
EncounterCombat or charged social — wild Auremon, rivals, faction reps, haunted ruins.
BondQuiet moments. Feeding an Auremon, bandaging a wound, a whispered confession. Should sometimes grant a permanent boon.
Camp / RestShort or long rest. Equipment, planning, lore exchange. Auremon may evolve here if story-trigger has been met.

8. Combat Flow

  1. Initiative — Tactics + d20. Highest acts first.
  2. On a trainer's turn, pick one Trainer Action:
    • Command — your active Auremon makes a move.
    • Empower — spend 1 Aether; next move adds +1 die or extends its range.
    • Swap — bring out a different bonded Auremon. Free if you spend 1 Aether, otherwise costs your turn.
    • Trinket — use an item.
    • Personal — climb, throw, persuade, push. Roll a Prowess vs DC.
  3. The active Auremon also takes a turn: 1 move + reactions.
  4. Status effects resolve at the start of the affected creature's turn.
  5. A bonded Auremon at 0 HP falls unconscious; the bond holds. Heal in 1 hour of rest.

Status conditions

ConditionEffect
MarkedNext attack from an ally adds +1 damage die. Removed when triggered.
Smoldering1 flame damage at start of each turn. Action to extinguish.
SlowedHalf speed. Acts last in initiative this round.
TiredDisadvantage on physical Prowess (Body, Grace).
SurprisedNext attack against this creature has advantage.
TangledCannot move. Action to break free.
CharmedCannot harm the charmer. Save at end of each turn.
RiftbornAuremon corrupted by an Aether storm. Random attack target each turn.

9. Levels & Growth

LevelTrainer featuresAuremon impact
1Path feature 1; +1 to one Prowess of choice.Stage 1, CR 1/8–1.
3Path feature 2; +1 Prowess.First evolution to stage 2 via story trigger.
5Aether Pool +1.CR cap rises to 3.
6Path feature 3.
8+1 Prowess. HP refresh.First stage 3 evolutions possible.
10Path feature 4.CR cap rises to 6. Pseudo-legendaries open.
14Path feature 5.CR cap rises to 10.
18Path feature 6.Legendary encounters possible.
20Capstone — DM-designed Legendary-touched boon.

10. Designer Checklist (new Auremon)

  • What's its role in a fight? Bruiser? Support? Scout? Glass cannon?
  • Is its typing working with or against an Auremon you've already built?
  • Does the stage-1 move set mix one damaging + one utility move?
  • Does its ability feel like something a player would describe out loud — not just a +X bonus?
  • Is there a moment a trainer might want to spend 1 Aether on it?