Aura Knight (5e Class)

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Aura Knight[edit]

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[edit]

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[edit]

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: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st


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


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
Features —Spell Slots per Spell Level—
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


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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