Aura Knight (5e Class)

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Aura Knight

A calm and foreign blue Dragonborn enters a tavern at a most inopportune time. A brawl was on the verge of breaking out between two patrons, each shouting drunken profanities at each other, their friends getting just as riled as the barmaids and the owner failed to calm them. and as the flagons and fists start to fly, the Dragonborn merely sighs to himself. He proceeds to cross the room of the tavern.

As he passed the fighting drunks and the bystanders alike, he didn't draw his sword or make any aggressive motions, but each person he would pass near... would simply collapse unconscious until the main two brawlers and a handful of each of their friends were on the floor. This stopped the brawl and the Dragonborn, now unimpeded, and reveling in the quiet of the suddenly still tavern, took a seat at the bar and calmly said, to the astonishment of all present, "One ale please."

A Master of Aura

Aura knights have learned to tap into a rare ability. They have learned to perceive, harness, manipulate and weaponize the aura of not only themselves but of all flora and fauna. Aura is the combination of lifeforce and willpower inherent in all living things. They can mold this aura in many ways, such as enhancing their physical abilities, or attacks. Creating echo-like after images of themselves capable of dealing extra damage, Increasing their durability or even turning a creature's own aura against them. They use aura to cast spells and they can even connect to the aura of nature to draw on its power.

Creating a Aura Knight

How did you discover your power over aura? Did it awaken when you were on the brink of death and refused to give up? Did it only awaken after years of study under a master? However you came to be an Aura Knight, you've developed an indomitable will that never faulters or yields. You strive to the fullest to complete whatever task you set your mind too and usually with the intent to go above and beyond. But you are also still of mind and perceive the world differently than your peers.

Quick Build

You can make a Aura Knight quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler or Soldier background. Third, choose A longsword and a pouch with arcane focus. As well as your choice of armor.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor, Medium armor, shields
Weapons: Simple and martial Weapons
Tools:
Saving Throws: Constitution and Wisdom
Skills: Pick three from Animal Handling, Athletics, Arcana, Insight, Intimidation, Nature, Perception, Performance, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two shortswords or (b) A longsword or (c) a two-handed or Heavy weapon
  • (a) Chain Mail or (b) Studden Leather or (c) Shield
  • (a) a shortbow with a quiver of 20 arrows or (b) a component pouch and arcane focus
  • If you are using starting wealth, you have you have 5d6x10 gp in funds in funds.

Table: The

Level Proficiency
Bonus
Features Aura Points
1st +2 Aura Control 1
2nd +2 Fighting Style, Elemental Emanation 2
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Primordial Burn 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 Aura Control Improvement 9
10th +4 Bastion of Safety 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 Field of Pain 13
14th +5 Mental Blocking 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 Aura Control Improvement 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 20

Aura Control

Starting at 1st level, you learn how to manipulate the weave to create an aura of energy around you. This is a invisible field that occupies an space within 10 feet of you.

Your aura grants you certain abilities, such as the Combat Auras, and others as you gain levels in this class. To use this aura features, you must spend a resource called Aura points.

You have a number of aura points equal to the number shown on the Aura Points column on the Aura Knight table. Once you spend an aura point, it is unavailable to you until you finish a long rest.

Alternatively, you can choose to spend any amount of hit dice and regain an amount of aura points equal to the number rolled + your Charisma modifier, during a short rest.

Your aura have a range of 5-foot radius. This range increases to 10 foot radius at 9th level and 30-foot radius when you reach the 17th level.

Some aura features requires a target to make a saving throw. The save DC for your aura equals 8 + your proficiency bonus + your Charisma modifier.

Combat Auras

Starting at 1st level, you learn one combat aura. You know a combat aura, and learn additional ones at 6th, 10th, 14th, and 18th level. You can also choose to replace a known aura for a new one.

You can use your Combat Aura a number of times equal to your proficiency bonus, and regain your uses of this feature after finishing a long rest.

Finally, you can increase the duration of your Combat Auras by spending aura points. If you spend a number of aura points equal to your proficiency bonus when you activate it, the aura lasts for 1 minute.

Invisible Barrier

While you have at least 1 aura point, and are wearing light or medium armor, you can add your Charisma modifier, instead of your Dexterity to your AC.

In addition, while not wearing any armor, the AC of any creature of your choice inside your Aura equals your Aura Save DC, unless it is higher.

Aura Detection

While you have at least 1 aura point, you can use your action to detect the auras around you. This works as Detect Magic on the radius of your aura. In addition, you can also detect creatures. If you spend your action concentrating, you can detect the position and creature type of any creature inside your Aura range.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Elemental Emanation

At 2nd level, you can release elemental energy from your aura, boosting the attacks of your allies with its power.

As a bonus action, you can spend a number of aura points up to your proficiency bonus to activate your Elemental Emanation. Any creature of your choice that ends its turn inside your aura, or it is inside it when you activate it, take 1 point of damage per aura point spent. Once active, the aura lasts until your next rest.

In addition, while your aura is active, you can use your bonus action in each turn to boost the attack of any creature of your choice within the aura with elemental energy. Choose one creature within range, and the next attack of that creature, if successful, deals additional damage equal to the number of aura points you have spent, from the chosen type.

You can choose one of the following emanations: cold, fire or poison. At 9th level you can choose another one between lightning and acid. Finally, at 17th level, you can choose thunder.

The aura also emits a faint coloration, depending on the chosen type, shedding 5-foot of bright light and 5-foot of dim light, while active.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Primordial Burn

At 6th level, you can use your bonus action to cause your elemental energy to burn with more more vividly for 1 minute. Once in each of your turns, when a hostile creature moves inside your aura range or ends its turn there, you can use your reaction to cause damage to it equal to your Charisma modifier.

Once you use this feature three times, and regain all your uses after finishing a long rest.

Bastion of Safety

Starting at 10th level, whenever a creature makes a saving throw while inside your aura, you can use your reaction to give advantage to that creature on the saving throw.

Field of Pain

Starting at 13th level, you no longer needs to use your reaction to cause the Primordial Burn damage. In addition, your aura becomes difficult terrain to all creatures of your choice.

Mental Blocking

Starting at 14th level, whenever a creature fail a Wisdom saving throw inside your aura, you can use your reaction to cause that creature to reroll the save.

Auras

Aura of Might

This aura increases the physical prowess of all creatures within your aura. Until the end of your next turn, all creatures of your choice have advantage on Strength (Athletics) checks and Strength saving throws while within range.

Aura of Freedom

This aura grants to all creatures within range total freedom of movement. While inside the aura, any creature of your choice ignore difficult terrain. In addition, your aura ends the grappled, restrained or paralyzed conditions of any creature that ends its turns inside the aura. This aura lasts until the end of your next turn.

Aura of Pain

This aura causes any creature of your choice within your area to suffer additional 1d4 damage from attacks, and reduce 1d4 from any attack roll, ability check or saving throw it makes until the end of your turn.

Aura of Weakening

This aura causes any creature of your choice within the area to lose resistance to your current Elemental Emanation damage type, until the end of your turn.

Aura of Revealing

This aura grants the ability to see trough darkness, magical or otherwise, and to see the invisible up to a range of 60 feet.

Aura of Immortality

This aura causes any creature of your choice reduced to 0 hit points while inside it to not become incapacitated or unconscious, until the end of your next turn.

Aura of Focus

This aura grants advantage to all Concentration checks for any creature of your choice inside the area, and to Wisdom saving throws until the end of your next turn.

Soldier of Decay

Poisonous Emanation

Starting at 3rd level, whenever you use your Elemental Emanation, you can choose to deal poison damage instead.

Aura of Decadence

At 3rd level, you can choose to affect all creatures within your aura effect with a harmful effect. As a bonus action, you can activate one Aura of Decadence you have of your choice. This aura affects all creatures inside the radius (including you) with the effects described. During a long rest, you can prepare a number auras of decadence equal to your proficiency bonus.

You can deactivate the aura of decadence by using your action on your turn. Otherwise the aura remains active until your next rest.

Inured to Darkness

At 7th level, your own decrepitude doesn't affect you anymore. You become resistant to poison and necrotic damage, and gain immunity to the poisoned condition.

In addition, as a bonus action, you can choose to protect a number of creatures equal to your Charisma modifier from the effects of your Aura until the end of your next turn.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Necrotic Emanation

Starting at 7th level, you gain access to the necrotic damage when using your Elemental Emanation feature.

Sickening Flow

Starting at 11th level, whenever you use your Primordial Burn feature, any creature within your aura that takes damage from it must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

Aura of Disease

Starting at 15th level, you can spend an use of your combat aura to activate a sickening emanation as a bonus action. All creatures within 10 feet must succeed on a Constitution saving throw or be poisoned. A creature that fails the saving throw can redo the check at the start of each of its turns to end the effect.

You can spend a number of aura points equal to your proficiency bonus to increase the power of the disease. If you do so, while affected by the aura, the creature takes 1d12 poison damage in each of its turns, and have disadvantage on Strength checks and saving throws.

Plague Controller

Starting at 18th level, you can use your bonus action to replace one active aura of decadence by another one from the Aura of Decadence Options, despite being prepared or not. You can use this feature twice, and regain your uses after finishing a short or a long rest.

Aura of Decadence Options

Weakening

The creatures inside the aura have Disadvantage on Strength and Dexterity checks.

Numbness

The creatures inside the aura have disadvantage on initiative rolls.

Confusion

The creatures inside the aura have disadvantage on Wisdom saving throws.

Distraction

The creatures inside the aura have disadvantage on Wisdom checks.

Photofobia

The creatures inside the area have sunlight sensitivity.

Slothfulness

The creatures inside the area have their movement speed reduced in 10 feet.

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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