Aoharu Guardian (5e Class)
Aoharu Guardian[edit]
Aoharu Guardian[edit]
Creating a Aoharu Guardian[edit]
- Quick Build
First, Dextricity should be your highest ability score, followed by Cunstruction. Second, choose the Wisdom background.
Class Features
As a Aoharu Guardian you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Aoharu Guardian level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Aoharu Guardian level after 1st
- Proficiencies
Armor: Light and medium armor
Weapons: Shotguns and Side arms
Tools: Craftsman tools
Saving Throws: Dextricity,Cunstruction
Skills: Perception, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Whale plushie(Cute and squishy) or (b) Whale plushie(Cute and squishy)
- (a) Shotgun(2d12) or (b) Sidearm(2d6)
- (a) ShotgunShells(2d4*10) or (b) SidearmAmmo(2d8*10)
- (a) Sheild or (b) Sheild
- (a) Light body armor or (b) Light body armor
Eye of Horus[edit]
You deal 2d12 damage with a maximum range of 40
If the target is within 15 feet of you, it receives a critical hit.
Attacks against an enemy within 15 feet have advantage
SideArm[edit]
You deal 2d8 damage with a maximum range of 120
Iron Horus[edit]
You have a powerful shield that is battle-hardened and imbued with strong magic
While you are wearing a shield you gain the following benefits:
+3 AC;
+3 to saving throws and ability checks;
provides three-quarter coverage;
but your speed is reduced by 10
The shield absorbs all damage except psychic and radiant
The shield has its own durability , you can see it in the “durability ” sign
When damage is dealt, the shield receives the following damage depending on the amount of damage:
--over 30: 1 damage
--over 60: 2 damage
--over 120: 3 damage
--over 240: 4 damage
--over 480: 5 damage
--over 1000: 6 damage
Damage goes directly to Aoharu Guardian only if the attack comes from a blind spot or does not have a physical hit
While holding sheild, Aoharu Guardian can use her reaction to dash towards an ally within 15 feet of her and protect him.
after the dash, the 5ft dome rises until the start of her next turn. All attacks that hit anyone in the dome are transferred to her shield
when hit points are reduced to zero the shield is unusable and requires repair
Shooting skill[edit]
You gain a +2 bonus to attack and damage rolls when you attack with a ranged weapon.
Quick Step[edit]
Bonus Action: Perform a Dash or Dodge action.
Echo Guard[edit]
Aoharu Guardian leave an "echo" of her position, creating a false target.
Enemies attack with disadvantage until the start of her next turn.
Dome of protection[edit]
As a reaction, you can raise your shield and create a magical dome 15 feet behind her, protecting her allies, and all attacks that hit anyone in the dome are transferred to Aoharu Guardian and her shield
While the dome is active, Aoharu Guardian and allies receives +5 AC
the dome is active until her next turn
Weave of Resilience[edit]
Reaction: When Aoharu Guardian is hit by an attack or fails a saving throw, she can use her reaction to:
Gain +2 to AC against that attack.
Gain +4 to the saving throw she just failed.
After using this ability, she cannot cast spells other than cantrips until the end of her next turn.
Path of the Aoharu Guardian[edit]
Path of the Aoharu Guardian (Archetype Choice)
Dancing Shield → Maximum evasion and mobility.
--When you take the Dodge action, you can move up to half your speed without provoking opportunity attacks.
Reflective Bastion → Counterattacks and damage reflection.
--When a creature within 5 feet misses you with an attack, it takes force damage equal to your Dexterity modifier.
Aoharu Protector → Protecting allies and manipulating enemy aggro
--Allies within 10 feet of you gain bonus(Your proficiency bonus) to their Armor Class and saving throws while you are conscious.
Swift Counter[edit]
After successfully dodging an attack, Aoharu Guardian can immediately counterattack, dealing 1d8 + Dexterity blunt damage.
Aoharu points[edit]
You receive Aoharu points, this is the mental energy of your halo which you can spend on various skills indicated in Archived Abilities
Aoharu points are restored at the end of a short or long rest.
You can use your reaction to restore Aoharu point by spending your hit dice, roll your hit dice and divide the result by 2
you can restore aoharu point twice per long rest
Evasion[edit]
You have advantage on Dexterity saving throws against spells and effects.
If the attack requires a strength saving throw, Aoharu Guardian can roll a dexterity roll instead.
Improved reflexes[edit]
Your ability to perceive and respond to your surroundings is almost uncanny. You gain a bonus to initiative rolls equal to your Wisdom modifier and gain a second reaction that you can use each round. One trigger can only cause one reaction.
You get a third reaction: at 8th level, a fourth at 11th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Chorus Absorption[edit]
Starting at 5th level, when an attacker you can see hits you with an attack, you can spend a Reaction to halve the damage the attack deals to you.
Double Strike[edit]
Aoharu Guardian can attack twice whenever she takes the Attack action.
Protector's Dash (Enhanced)[edit]
Now allows Aoharu Guardian to dash to protect allies within 30 feet. After the dash, Aoharu Guardian gains +2 to AC until the start of her next turn.
[edit]
Anyone standing 5 feet behind Guardian Aoharu receives the same shield bonuses as her.(+3 AC, +3 Saving throws)
Master of Evasion[edit]
When Aoharu Guardian makes a saving throw to avoid an effect that deals half damage on success, she takes no damage on a success and half damage on a failure.
Enduring Bulwark[edit]
your shield is imbued with a resilient magic that allows it to recover from damage over time.
The shield restores 1 HP at the start of Aoharu Guardian's turn
Guardian’s Protection[edit]
Your shield becomes a source of immense protection for others. Critical hits are considered normal hits against you
You can use your reaction to reduce damage taken by any ally within 15 feet of you. This reduction is equal to your Dexterity modifier.
You can also intercept an attack aimed at an ally within 15 feet of you. When you do this, the attack is redirected toward you, and you take the damage instead.
Shadow Dance[edit]
Aoharu Guardian can teleport up to 15 feet to an unoccupied space she can see as a bonus action.
After teleporting, she gains advantage on her next attack.
Form of Terror: Vengeful Guardian[edit]
Starting at Level 10, when an ally within 60 feet of you is reduced to 0 hit points, you are consumed by a wrathful power, transforming into an unstoppable force of vengeance.
Activation: This form activates automatically and lasts until all enemies within 500 feet are defeated or the threat is completely eliminated. Once triggered, you gain the following benefits:
Aura of Absolute Fear: Enemies within 60 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) at the start of each of their turns. On a failed save, they are paralyzed with fear until the start of their next turn. On a successful save, they are frightened and have disadvantage on attack rolls against you.
Invincible: Your gain temporary hit points equal to ten times your level. While active, it grants you immunity to all damage except psychic and radiant.
Relentless Retribution: You gain advantage on all attack rolls, and critical hits are scored on rolls of 18, 19, or 20.
Vengeful Smite: Once per turn, when you hit a creature with an attack, you deal an additional 4d10 radiant damage. If the target is frightened or paralyzed, the damage is doubled.
Unstoppable Guardian: You are immune to being charmed, frightened, paralyzed, or stunned, and your movement speed is doubled.
Aftermath of Vengeance
After exiting Form of Terror: Vengeful Guardian:
--You immediately gain 3 levels of Exhaustion.
--You fall unconscious for 1d6 hours and cannot be awakened by non-magical means.
You cannot use Form of Terror: Vengeful Guardian again until you finish a long rest.
Unyielding Shield[edit]
Your shield can now fully absorb attacks, enhancing your defensive abilities.
Once per long rest, you can activate your shield to become immune to all damage for up to 1 round.
During this round, no attack can deal damage to you.
Guardian’s Wrath[edit]
Your vengeful nature grows stronger, focusing your wrath on those who dare harm your allies.
When you are in Form of Terror, you can focus your vengeful power on a single target.
All damage dealt to this target is doubled while in the form.
Perfected Aura of Fear[edit]
The power of your fear becomes absolute.
Enemies within your Aura of Absolute Fear have disadvantage on all saving throws against your abilities.
You can now apply your frightening effect to creatures within 60 feet of you.
Vengeful Reckoning[edit]
Your vengeance grows even more potent.
While in Form of Terror, when you score a critical hit, you can deal double the radiant damage and dispel all magical effects on the target for 2 rounds.
Immortal guard[edit]
if you drop to 0 hit points but you are not killed, you can choose to be left with 1 hit point instead.
Once you use this feat, you can't use it again until you finish a long rest. Additionally, you cannot be aged by magic.
Reckless Assault[edit]
You can unleash a Reckless Assault.
When you score a critical hit, you can deal additional 3d10 psychic damage and gain advantage on your next attack roll.
Indomitable Shield[edit]
Every three turns, the shield can completely absorb any damage from an ally within 15 feet
Form of Terror: Eternal Vengeance[edit]
You gain mastery over your Vengeful Guardian form.
After activating Form of Terror, you can remain in this form indefinitely, though you still suffer the consequences of Exhaustion once the form ends.
Cosmic Defender[edit]
Your connection to your shield and the cosmos grants you extraordinary power.
You can teleport up to 30 feet to any unoccupied space that you can see within your range while holding your shield.
You can also protect one ally from harm by teleporting them with you.
Avatar of the Guardian[edit]
Your form reaches its peak, and you become an avatar of vengeance and protection.
Now you can be in the Form of Terror for an unlimited amount of time, but every day you get one level of exhaustion that cannot be removed in any way
All your rolls count as criticals from 15
All damage rolls become explosive
You gain resistance to Psychic and Radiation
Archived Abilities[edit]
Shiroko's Archive[edit]
Cost: 3 Aoharu Points
Action Type: Bonus Action
Description: You summon an assistant drone that helps you in battle
The drone's HP is equal to your wisdom + skill bonus * 2
The drone moves after you and on its turn can fire 2 shots that require a dexterity saving throw (ST = 8 + proficiency bonus + dexterity) against everyone within 10 feet of the explosion on a failure, dealing 4d8 fire damage and half on a success.
the drone will be active for the next hour or until its hit points are reduced to zero
The drone can also carry you
his speed is 45 and the maximum flight altitude is 120
the drone can only support one creature
Serika's Archive[edit]
Aoharu Guardian channels a furious power, increasing her combat effectiveness.
Aoharu Points Cost: 4
Action: Bonus Action
Duration: 1 minute
Effect: While in this state, Aoharu Guardian gains the following bonuses:
+2 to attack rolls and damage rolls.
Resistance to bludgeoning, piercing, and slashing damage.
Advantage on Strength checks and Strength saving throws.
Special: Once the effect ends, Aoharu Guardian gains 1 level of exhaustion.
Nonomi's Archive[edit]
Cost: 4 Aoharu Points
Action Type: Action
Description: Nonomi uses her mini-gun to deal area-of-effect damage.
Effect: Choose a point within 60 feet. All creatures within a 90 degrees conus of that point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, they take 8d6 fire damage; on a success, they take half that damage.
Ayane's Archive[edit]
Cost: 2 Aoharu Points
Action Type: Action
Description: Ayane uses her musical abilities to heal the wounded.
Effect: You and all allies within a 20-foot radius regain hit points equal to 3d8 + your Wisdom modifier.
Dash[edit]
Cost: 1 Aoharu Point
Action: Bonus Action
Description:
Move up to half your speed without provoking opportunity attacks. After using this ability, gain advantage on your next attack roll before the end of your turn.
Shielded Retaliation[edit]
Cost: 2 Aoharu Points
Action: Reaction
Trigger: When an enemy's attack is blocked by the Shield of Horus
Description:
Reflect the force of the blocked attack back at the enemy. The attacker must make a Strength saving throw. On a failure, they take damage equal to half the damage that would have been dealt to you and are knocked prone. On a success, they take half damage and remain standing.
Shield of Hope[edit]
Cost: 2 Aoharu points
Action: Reaction
Description: When Aoharu Guardian lacks protection, she can use the Shield of Hope
You raise a magical barrier with your reaction giving you the following:
--+5 AC
--+5 to a Dextricity Saving Throws
The shield lasts until the start of her next turn.
Starburst Shot[edit]
Cost: 2 Aoharu points
Action: Bonus Action
Description: Aoharu Guardian charges a shot with star energy and fires it at the target.
Make a ranged attack. On a hit, the target takes 4d10 radiant damage.
If the attack is a critical hit, the damage becomes explosive (roll extra damage and add the results).
All creatures within 10 feet of the target take half the damage dealt (radiant damage).
If the target is already frightened or paralyzed, the attack deals an additional 2d10 radiant damage.
Celestial Barrage[edit]
Cost: 3 Aoharu points
Action: Action
Description: Aoharu Guardian fires a series of energy projectiles that strike multiple enemies.
You fire 3 shots that deal an additional 2d8 damage
On a hit, the target takes 2d8 radiant damage.
If the attack hits all targets, Aoharu Guardian regains 1 Aoharu point.
Piercing Comet[edit]
Cost: 4 Aoharu Points
Action: Action
Description: Aoharu Guardian creates an energy projectile in the form of a comet, piercing through enemies in a straight line.
Choose a 30-foot long and 5-foot wide line. All creatures in the line must make a Dexterity saving throw (DC = 8 + Dexterity modifier + proficiency bonus).
On a failed save, a target takes 6d6 radiant damage and is pushed back 10 feet.
On a successful save, damage is halved, and the target is not pushed back.
Astral Overload[edit]
Cost: 5 Aoharu Points
Action: Bonus Action
Description: Aoharu Guardian gathers stellar energy, greatly empowering their next attacks.
For 1 minute, Aoharu Guardian gains the following effects:
--+2d10 radiant damage to all attacks.
--Ignores resistance to radiant damage.
--+10 feet to the range of all ranged attacks.
If Aoharu Guardian lands a critical hit during this effect, they stun the target until the end of that target’s next turn.
The effect ends early if Aoharu Guardian skips a turn or becomes incapacitated.