Aura Elementalist (5e Class)
Aura Elementalist[edit]
Aura Elementalists are heirs to an ancient lineage of guardians who wielded the primal forces of the elements—fire, water, air, earth, and beyond—through mystical conduits. Bracelets, gems, or sacred tomes amplify their connection to nature’s raw power, enabling them to shape the world around them. These elemental masters strive for harmony or chaos, aligning their elemental affinity to the needs of each battle. Guided by ancestral purpose, they remain unpredictable, serving as protectors of balance or harbingers of destruction.
Origin of Aura Elementalist[edit]
The origin of Aura Elementalists traces back to ancient times when aura guardians were chosen to maintain balance between the elements and the natural world. Blessed with a profound spiritual connection to primal forces, they developed the ability to channel elemental energy through sacred artifacts like bracelets and enchanted tomes. Created as protectors, yet free to forge their own path, Aura Elementalists embody humanity's bond with the raw, unyielding power of nature, standing as a bridge between chaos and harmony.
- Quick Build
You can make a Aura Elementalist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Soldier background. Third, choose channeling item (bracelet, gem, or book), a quarterstaff for defense, and medium armor for survivability.
Class Features
As a Aura Elementalist you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Aura Elementalist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Aura Elementalist level after 1st
- Proficiencies
Armor: Medium armor, Heavy armor, Shields
Weapons: Simple melee weapons, Martial melee weapons
Tools: Smith's Tools
Saving Throws: Constitution, Wisdom
Skills: Choose two from: Arcane, Animal Handling, Athletics, Medicine, Intimidation, Insight, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) simple melee weapons or (b) martial melee weapon or (c) shields
- (a) Chain Mail or (b) Half plate armor
- (a) dungeoneer's pack or (b) explorer's pack
- A totem or keepsake symbolizing their elemental bond.
- If you are using starting wealth, you have 4d4x5 in funds.
Level | Proficiency Bonus |
Features | Magical Essence | Elemental Aura |
---|---|---|---|---|
1st | +2 | Magical essence, Elemental Powers, Elemental Aura | 20 | 15 ft |
2nd | +2 | Ancestral Essence | 25 | 20 ft |
3rd | +2 | Elemental Path | 27 | 25 ft |
4th | +2 | Ability Score Improvement | 30 | 30 ft |
5th | +3 | Elemental Strike | 35 | 35 ft |
6th | +3 | Path Feature | 37 | 35 ft |
7th | +3 | Nature Conection | 40 | 40 ft |
8th | +3 | Ability Score Improvement | 45 | 40 ft |
9th | +4 | Path Feature | 47 | 45 ft |
10th | +4 | Ancestral Essence | 50 | 45 ft |
11th | +4 | Path Feature | 55 | 50 ft |
12th | +4 | Ability Score Improvement | 57 | 50 ft |
13th | +5 | Elemental Focus | 60 | 55 ft |
14th | +5 | Ancestral Essence | 65 | 55 ft |
15th | +5 | Mystic Harmony (or Chaos) | 67 | 60 ft |
16th | +5 | Ability Score Improvement | 70 | 60 ft |
17th | +6 | Path Feature | 75 | 65 ft |
18th | +6 | Ancestral Essence | 80 | 65 ft |
19th | +6 | Ability Score Improvement | 90 | 70 ft |
20th | +6 | Eternal Aura Elementalist | 100 | 70 ft |
Spellcasting Ability[edit]
Constitution is your spellcasting ability for your Prime Guardian spells and abilities, since your power is limited only by what your body can handle. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Prime Guardian spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Magical Essence[edit]
Starting at 1st level, the Aura Elementalist gains the ability to harness Magical Essence. With this power, they can channel the elements through special conduits such as bracelets or amulets. This allows the Aura Elementalist to unleash elemental powers for offensive, defensive, or other magical effects, depending on their evolving connection with the essence. The number of Magical Essence is in the character progression table.
Magic Essence Recovery: The user can recover all spent Magic Essence after completing a long rest. Additionally, after a short rest, the user can recover an amount of Magic Essence equal to their proficiency bonus + Wisdom modifier.
Elemental Aura =[edit]
At 1st level, the Aura Elementalist gains the ability to expand their elemental aura, influencing allies and punishing enemies within range. The range is based on the progression table and increases with levels. At this level, the player can choose from various abilities to enhance the aura's effect. **These abilities consume Magic Essence points** to activate and Bonus Action.The aura lasts for 1 minute or until the user falls unconscious, whichever comes first. This ability requires concentration to maintain its effect, meaning if the user loses concentration, the aura ends immediately. The effects of the aura can be stacked, but for each active aura effect, the user must make a separate concentration check. If the user fails a single check, all active aura effects immediately end. This requires careful management, as maintaining multiple aura effects simultaneously is risky. Each concentration check is made at the start of the user's turn for every effect currently active, with a DC equal to 12 + Proficience Bonus + the number of aura effects being maintained. (Aura abilities consume 4 magic essence for use).
-Elemental Resilience of Earth (Earth Aura): Allies within the aura gain resistance to a chosen elemental damage type (fire, lightning, etc.). You can only benefit from one type of resistance at a time. For example, you can choose either fire resistance or lightning resistance, but not both simultaneously.
-Radiant Elemental Heal (Radiant Aura): The user transforms their aura into a radiant aura that heals allies within it at the start of their turn. The healing provided is 1d4 + Wisdom modifier, increasing by 1d4 for every 5 Magic Essence spent to activate this ability. This scaling effect allows the user to enhance the healing potential by spending more Essence, making it more powerful as the user invests more resources into it. Note: The healing effect does not apply to the user, only to allies within the aura.
-Flame of Wrath (Fire Aura): Enemies within the aura take fire damage at the start of their turn, equal to 1d6 + your Wisdom modifier. This damage increases by 1d6 for every 7 Magic Essence spent.
-Gale's Embrace (Air Aura): Allies within the aura gain a bonus to their movement speed(+10ft) and a bonus to Dexterity saving throws(+1d4). Enemies entering the aura must make a Strength saving throw or be knocked prone.
-Abyssal Rift (Necrotic Aura): Enemies within the aura take necrotic damage at the start of their turn equal to 1d4 + Wisdom modifier. The aura also siphons a portion of the damage dealt, restoring the user for half of the necrotic damage taken.
-Thunderstrike Pulse (Lightning Aura): Allies become electrified, causing any physical attack made against them or the user to deal 1d8 + Wisdom lightning damage to the attacker. For every additional 7 Magic Essence spent, the damage increases by an additional 1d8.
-Frostbite Ward (Ice Aura): Allies within the aura gain resistance to cold damage and Enemies entering the aura or ending their turn within it have their movement speed reduced by 10 feet. By expending 7 Magic Essence, enemies without cold resistance must succeed on a Constitution saving throw or become frozen until the end of their next turn. Enemies with cold resistance are slowed, reducing their movement speed by 10 feet.
-Vortex of the Deep (Water Aura): Allies within the aura gain resistance to poison damage. Enemies within the aura are slowed by 10 feet and suffer disadvantage on attack rolls against any creature within the aura. When the user expends 5 Magic Essence, a whirlpool forms, forcing 1 enemie in the aura to make a Strength saving throw or be pulled 10 feet towards the user and become restrained for 1 round. For every additional 5 Magic Essence spent, the number of enemie increases by one.
Elemental Powers[edit]
The user can harness elemental magic even without activating their aura, by spending Magic Essence points. The only exception is concentration-based spells, which cannot be used while the Elemental Aura is active.
- Level 1 Spells: 7 Magic Essence points
- Level 2 Spells: 10 Magic Essence points
- Level 3 Spells: 12 Magic Essence points
- Level 4 Spells: 15 Magic Essence points
- Level 5 Spells: 20 Magic Essence points
The user can prepare a new set of spells every day, following this structure:
- Starts in 1st: four Level 1 spells
- in 5 level: three Level 2 spells
- in 9 level: three Level 3 spells
- in 13 level: three Level 4 spells
- in 17 level: one Level 5 spell
Note: The user must discuss with the GM which spells are connected to elements like Water, Earth, Fire, Air, Thunder, Radiant, or Necrotic.
Ancestral Essence[edit]
At 2nd level, the Aura Elementalist's bond with nature deepens, and they are chosen by a divine force. They can choose one of the following options: (Note: At levels 10, 14, and 18, the Aura Elementalist can choose to gain additional bonus. The only restriction is that the "Resistance to Damage" and "Elemental Weapon Enhancement" ability can be selected multiple times, but the new damage type must always differ from the previous ones.)
- Resistance to Damage: Gain resistance against a specific damage type (such as Fire, Cold, Lightning, etc.) or reduce all incoming damage by an amount equal to your Constitution modifier.
- Elemental Weapon Enhancement: Increase damage dealt with weapons by +1d6 of a chosen element (Fire, Thunder, etc) for all attacks made with that weapon or all attacks made with spells attacks.
Elemental Path[edit]
At 3rd level, you chose a Elemental Path. Choose between Path of The Elemental Mage or Path of The Elemental Warrior detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.
Ability Score Improvement[edit]
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.
Elemental Strike[edit]
At 5nd level, When you hit a creature with a melee weapon attack, you can spend 2 Magic Essence to deal additional elemental damage to the target, in addition to the normal weapon damage. The extra damage is 1d8 for every 2 Magic Essence spent, up to a maximum of 6d8. This ability allows you to channel elemental power into your strikes, enhancing their potency and overcoming resistances.
(level 10: Elemental Strike ignores resistances to elemental damage.)
Nature Conection[edit]
At 7nd level, you gain proficiency in Nature checks. If you already have proficiency, your proficiency bonus is doubled for any ability check involving Nature. Additionally, you become immune to poison and disease effects.
Elemental Focus[edit]
Starting at 13th level, the Aura Elementalist deepens their connection to the arcane and nature, amplifying their elemental abilities. At this level, all dice used for abilities related to Elemental Aura and Elemental Striker increase by one step (1d4 becomes 1d6, 1d6 becomes 1d8, etc.), enhancing their potency and impact on the battlefield.
Mystic Harmony (or Chaos)[edit]
Starting at level 15, you become immune to one type of damage: Necrotic or Radiant, based on your alignment and personality. This immunity reflects your deep connection to the elemental and spiritual forces, aligning with your character's moral and personal traits.
Eternal Aura Elementalist[edit]
At level 20, your mastery over arcane and natural forces culminates, granting the following abilities:
Elemental Aura Stability: You no longer need to make concentration checks to maintain your aura.
Dominance in Battle: Gain advantage on all attack rolls against enemies within your aura.
Magical Resistance: When hit by a magical attack, you treat it as though you have resistance, reducing the damage by half.
Elemental Warrior[edit]
A path for those who chose to bring harmony or chaos to the world through direct action. These warriors engage in battles across villages, wielding their elemental powers in tandem with their martial prowess. By performing a sacred ritual, they fuse their elemental artifact—be it a jewel, bracelet, or grimoire—with their weapon. This unity channels their raw elemental might into every strike, creating a devastating combination of arcane and martial force that reshapes the battlefield.
- Arcane Weapon
At level 3, the user gains an Arcane Weapon, the same weapon they fused with during their path selection. This weapon can be treated as any blade-like weapon with a hilt for gripping. If it resembles a greatsword, it does not require two hands to wield. The weapon deals 1d10 + the user's Wisdom modifier, and for attack rolls, the user also applies their Wisdom modifier. This transformation marks the user’s deep connection with their elemental power, channeling it through the blade. After each long rest, the user can choose the type of elemental damage for their Arcane Weapon. in battle, you can cast 2 Magical Essence and change your elemental damage.
- fighting style
Upon reaching level 3, the user can choose a fighting style. These include:
-Defense
-Dueling
-Great Weapon Fighting
-Protection
-Two-Weapon Fighting
- Extra Attack
Starting at 6th level, a character with Extra Attack can attack twice, instead of once, whenever they take the Attack action. This feature applies only when the character is taking the Attack action, not when using other actions like casting a spell.
- Arcane Weapon Mastery
At level 9, your attacks with the Arcane Weapon gain a +3 bonus to hit and +2 to damage. Additionally, when an enemy within 5 feet of you makes an attack against you, you can use your reaction to make an attack against that enemy. If your attack roll exceeds the enemy's attack roll, they lose the attack, though you don't deal damage with your reaction.
- Superior Elemental Force
At level 11, your body adapts more effectively to elemental forces, acquiring unique traits. You gain a reduction to magical and physical attacks equal to your Wisdom modifier, making you more resilient against spell damage and attacks.
- Evolution of Arcane Weapon
At level 17, your Arcane Weapon evolves, revealing the hidden talent within and preparing to unleash its full power. Your weapon's damage increases by +1 die, and your critical hit range is reduced by 1. Additionally, if you score a critical hit with the weapon, you can add your Constitution modifier to the damage and deal +1d6 elemental damage of your choice if cast 2 Magical Essence.
Elemental Mage[edit]
Starting at level 3, the Elemental Grimoire allows you to use the progression of spells from your chosen class list (Druid, Cleric, or Sorcerer). Additionally, Concentration spells can now be cast alongside your Elemental Auras. You gain a +2 bonus to your Concentration checks, allowing you to maintain your Auras and cast powerful spells simultaneously.
- Arcane Efficiency
At level 6, your aura and magic abilities improve, allowing you to use them more frequently. The cost for spells and abilities that use 2-5 Magic Essence is reduced by 1. Cost 7 Magic Essence are reduced by 2. Cost 10 Magic Essence are reduced by 3. Cost 12 Magic Essence are reduced by 4. Cost 15 Magic Essence are reduced by 5, and those that cost 20 or more reduced by 6.
At level 6, your spells now deal extra damage or healing based on your Wisdom modifier. Additionally, when you score a critical hit with a spell or ability (excluding Elemental Strike), you gain an extra damage by 5.
- Flux of the Elements
At level 11, your spells gain the ability to undergo elemental mutations based on your powers. During combat, you can cast 5 Magical Essence and change the damage type of your spells, selecting a new elemental affinity. For example, a Fireball could deal necrotic damage instead of fire, with its appearance transforming into an explosion of dark matter, reflecting the altered energy. This ability allows you to adapt your magic in response to your environment or enemies, giving you greater flexibility in battle.
- Elemental Especialist
At level 17, you can choose one element to specialize in. When you cast a spell or use an aura of this element, you can add +1 damage or healing die, ignore immunities and resistances, and gain the ability to spend 4 Essence Magic points to add 1d4 extra damage of the chosen element. For every 4 additional Essence Magic points spent, you increase the extra damage by 1d4. This represents your profound mastery over your chosen element.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Aura Elementalist class, you must meet these prerequisites: 16 wisdom and 16 constitution
Proficiencies. When you multiclass into the Aura Elementalist class, you gain the following proficiencies: Heavy Armour and Meele weapons
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