Aura Magister (5e Class)

From D&D Wiki

Jump to: navigation, search
Padlock.png
The primary contributor has requested no further edits to this page by anonymous users
The user above has requested no further edits to this page by anonymous users. This page is considered complete and balanced to a degree. As such, the page has been locked so that only registered users can edit it. If you are an IP user and wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not semi-protected, please either contact an administrator or remove this template.

Design Note: This class was created without subclasses intentionally

Aura Magister

A young lady kneels by a mound of fresh dirt and stone. A simple wooden cross stuck into a pile of rocks adorns one end of the mound, identifying it as a crudely dug grave. The young lady's hands are bruised and muddy. Weeping she begins to walk away. "Why?" She asks herself. "Why did the guards leave the town unguarded?"

"Auras...." Like a whisper, at the edge of hearing. The lady fell backwards,and frantically searched around but saw no one.

"Life and Death...." Again. She looked around, frantically searching for the source of the voice. "Do you wish... to know?" Confused but intrigued she nods. "For revenge on the guards?"

She paused for a moment then meekly says "No." She stands for a moment then meekly sits back down. "No... the guards will have to live with what they did for the rest of their lives... if these auras you speak of can control life and death perhaps I can protect my people. If that's the case I will take whatever powers you offer me" She's met with a long silence, and closes her eyes. Suddenly, a warmth envelopes half her body and the other half becomes deathly cold, just as it came she felt the warmth and coldness surge together in the middle of her body then disappear. After a moment, she opens her eyes and notices a soft yellow glow in one hand, and a dark purple glow from the other.

Just then a little girl cut and bloody runs screaming from the town bolting past her before collapsing asking for help. She feels a urge and her body suddenly feels very warm and begins to glow a soft yellow as she reaches over and touches the young girl. The young girl stands up completely healed of her wounds.

Suddenly a large hand grabs the young lady and the recently healed girl screams in terror. Almost immediately the soft yellow glow turns a dark purple and her body turns cold. The hand that grabbed her was that of a savage orc and the hand was now withered to the bone. She turns to look at the orc and is filled with rage causing her to extend her hands, shooting out an aura-like mist in the orc's direction, engulfing him. She watched as the life of the orc was replaced with death.

Now, she understands.

Creating a Aura Magister

hel_smite_by_spiritaj-d88ydj4.png
Art by SpiritAJ -DeviantArt

Aura Magisters are masters of the unseen auras that flow within all things. They can heal or kill depending on their situation and are usually fearless.

Quick Build

You can make a Aura Magister quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Cloistered Scholar or Inquisitor background.

Class Features

As a Aura Magister you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light • Medium
Weapons: Simple melee weapons, melee martial weapons
Tools: Healer's Kit and Poisoner's Kit
Saving Throws: Intelligence and Charisma
Skills: Medicine, and choose two from: Arcana, Athletics, History, Insight, Intimidation, Deception, and Perception

Equipment

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

  • (a) longsword or (b) Two shortsword
  • (a) Studded leather armor or (b) A chain shirt
  • (a) Scholars pack or (b) Explorers pack
  • (a) longbow and a spellbook or (b) shortbow and a spellbook

Table: The Aura Magister

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Switch Auras, Aura Control 1 2 2
2nd +2 Fighting Style 2 3 3
3rd +2 Stored Aura of Life 2 4 4 2
4th +2 Ability Score Improvement 2 5 4 3
5th +3 Aura Infusion 2 5 4 3 2
6th +3 2 6 4 3 3
7th +3 Everlasting Aura 3 6 4 3 3 1
8th +3 Ability Score Improvement 3 8 4 3 3 2
9th +4 Returning Aura 3 8 4 3 3 3 1
10th +4 4 10 4 3 3 3 2
11th +4 Enduring Aura 4 10 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 10 4 3 3 3 2 1
13th +5 4 12 4 3 3 3 2 1 1
14th +5 5 12 4 3 3 3 2 1 1
15th +5 Deeper Understanding 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 16 4 3 3 3 2 1 1 1
17th +6 5 17 4 3 3 3 2 1 1 1 1
18th +6 Scales of Life and Death 5 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1
20th +6 Head Aura Magister 5 22 4 3 3 3 3 2 2 1 1

Spellcasting

At 1st level, you have gained the ability to use magic, and have learned how to bend it to your will.

Cantrips

At 1st level, you know 1 total cantrips of your choice from the wizard spell list, cleric spell list or the Aura Magister Spell List at the bottom of this page. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the aura magister table.

Spell Slots

The Aura Master Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these aura magister spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the wizard spell list, cleric spell list and the Aura Magister Spell List.

The Spells Known column of the Aura Magister Table shows when you learn more aura magister spells of your choice from the wizard spell list, cleric spell list or the Aura Magister Spell List. Each of these spells must be of a level where you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the aura magister spells you know and replace it with another spell from your available spell lists, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your aura magister spells, since the power of your magic relies on your intellect. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a aura magister spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use any melee martial weapon as a spellcasting focus for your aura magister spells.

Aura Control

Beginning at the 1st level, your relationship with the auras has allowed you to become stronger. Your unarmored AC becomes 10 + your Intelligence modifier + your Charisma modifier.

Switch Auras

Beginning at the 1st level, as an aura magister you have the ability to control the invisible auras that contain the ability to control life and death itself. Through many years of training you can swap between using the Aura of Life and the Aura of Death by expending a bonus action . While in the Aura of Life any effect you produce that heals has a bonus 1d4 applied to its effect. While in the Aura of Death any action you make that damages an opponent has a bonus 1d4 necrotic damage applied to its effect. These effects grow stronger as you gain levels, increasing the die type to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 18th level

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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 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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Stored Aura of Life

At the 3rd level, when an action would cause you to drop below 5 hit points your auras of life reverses the effects it would have had on you causing you to take no damage that turn. Once used you can use this feature a number of times equal to your Intelligence modifier before having to finish a long rest.

Ability Score Increase

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.

Aura Infusion

Beginning at 5th level, you learn how to temporary imbue your aura of death or life into your weapon. You can expend a spell slot to infuse the weapon you’re wielding with either aura. You can withdraw your Aura Infusion as a Bonus Action, otherwise, the effect lasts equal to one half your level rounded up in minutes or when another creature attempts to wield the infused weapon. The weapon also becomes magical if it isn't already, and any pre-existing magical quality it might have becomes replaced by one infusion from the following list:

Aura Infusions:
  • Life - White Flames erupt from your weapon. While it is ablaze, it deals an extra 1d6 radiant damage and 1d4 fire damage to any target on hit. Any flammable object hit by your attack(s), ignites if it isn't being worn or carried. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
  • Death - Your weapon causes the smell of death within a 15-foot radius of you. All enemy's withing the radius become nauseous and make a Constitution saving throw DC equal to your spell save. On a failure all enemy's within range now roll with disadvantage when attacking you. When you hit with an attack, your target takes an extra 1d6 necrotic damage. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).

Everlasting Aura

At 7th level, once per week, you can bring a dead creature to life, as if casting revivify without material components. Additionally you are able to bring back creatures who have been dead for up to a month with extra hit-points equal to your Intelligence modifier (minimum 1).

Returning Aura

At the 9th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, the Aura of Life engulfs you regaining hit points equal to your Intelligence modifier (minimum 1). Alternatively if you cast a spell in the Aura of Death you regain hit points equal to your Charisma modifier (minimum 1).

Enduring Aura

At the 11th level, your exposure to the auras of life and death themselves has halted your mortal clock. You no longer age naturally, making you essentially immortal to the ravages of time. Magical effects can still age you. Damage and death effects can still kill you per normal.

Deeper Understanding

At the 15th level, your Intelligence is permanently increased by 4 with a new potential maximum of 24.

Scales of Life and Death

At the 18th level, Upon reaching 0 hit points you roll for death saves as normal, however your spiritual aura has the will to fight on even if you are incapacitated. On a success you may cast any Aura of Life spell to heal a member of your party, but any healing received by your healing spells that would heal you is instead stored within you. On a failure you may cast any Aura of Death Spell you have. If you have (not on 3rd fail) managed to kill the last visible enemy by casting an Aura of Death spell, you are then healed to 1 hp and are no longer incapacitated. Upon making your final save or coming back through killing the last visible enemy any stored healing you have accumulated is now received healing your character.

Head Aura Magister

At 20th level, you have now mastered the auras of life and death. You leak out both auras within a 25 feet area around you. The auras appear like a thick mist to observers it however does not obscure your vision. (Mist can have other effects on DM's digression) When you speak the command word Kamer, the mist forms into a dome spanning 25 feet and 15 feet high centered on you for 1 minute. During this time, you heal yourself and any allies within the dome once per turn for 4d6+ your Intelligence modifier (minimum 1). Your mist can only heal allies up to 1/2 their maximum hit points. Anyone who attempts to attack you within the dome must make a Constitution saving throw to beat your spell save DC or take 2d12 + your Intelligence modifier (minimum 1) necrotic damage. Upon a success the attacker takes half the damage. You regain the use of this ability once you have finished a short or long rest.

Aura Magister Spell List

Chain Aura
1st-level Evocation
Casting time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous


You release a stream of aura that leaps to multiple targets. If you use Aura of Death you must make ranged spell attacks. If Aura of Life was used, A target creature within range regains 1d6+3 Hit Points, then a creature of your choice within 15 feet of the target is healed for 1d4+3 Hit Points. If you are within 15 feet of the second target you regain 1d4+3 Hit Points. If Aura of Death was used, the target takes 1d6+3 necrotic damage, then a creature of your choice within 15 feet of the target is dealt 1d4+3 necrotic damage. Add 1 additional die of the same type + your proficiency to each roll for every spell level cast above 1st.


Aura Shield
1st-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 2 minutes


You surround a target ally or self with a hardened aura protecting against 1 attack. If the target is attacked while Aura Shield is active: if cast in Aura of Life, the target regains 1d6 hit-points after taking damage; If cast in Aura of Death, the target's attacker takes 1d6 necrotic damage before damage is determined. This spell's effect fades after the target is attacked once. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage or healing increases by 1d6 for each slot level above 1st.


Aura's Light
1st-level Evocation
Casting time: 1 action
Range: 30 foot cone
Components: V, S
Duration: Instantaneous


You release a large amount of aura in the direction of either an ally or opponent, enclosing them in a bright light of aura. The targets in this spell's range either heal for 3d4 or take 2d6 necrotic damage depending on which Aura you cast it in. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st and the healing increases by 1d4 for each slot level above 1st.


Concentrated Aura Disc
2nd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous


Raising your hand in the air you can condense and concentrate your aura of death into a 3ft disc as thin as a dagger's blade. You can only cast this spell while in Aura of Death. You then hurl the disc at a target. The target must make a Dexterity saving throw against your spell save DC. On a successful save the opponent only takes half damage. On failure the target takes 2d6+4 damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6+2 for each slot level above 2nd.


Getsugaura
2nd-level Evocation
Casting time: 1 action
Range: Self (30 foot line)
Components: V, S
Duration: Instantaneous


You issue a command word causing pure death aura to flow excessively from your melee weapon. You say "Getsugaura" and your command word while swinging your weapon in the direction you would like to attack. A slash of aura travels 30 feet from you, and affects any target within a 15 foot by 5 foot line (starting at you) unless it hits a wall or makes a direct hit on one target. Make a ranged spell attack on each target in the ranges of this spell's effects. Upon a direct hit or at the end of its travel distance, the Getsugaura then explodes in a 10 foot radius, hitting all targets within the area an additional time. Any target hit by the initial line attack takes 2d6 + Intelligence modifier (minimum 1) necrotic damage. If a target is hit by the direct attack, the target takes 4d6 + Intelligence modifier (minimum 1) necrotic damage. Any target within the explosion radius then take an additional 1d6 fire damage. The target must make a Dexterity saving throw against your spell save DC. On a successful save the opponent only takes half damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Aura Bomb
3rd-level Evocation
Casting time: 1 action
Range: 150 feet (20 foot radius)
Components: V, S
Duration: Instantaneous


As you focus either the aura of light or death in your hand you create a perfect ball of aura and you can cast it at any point you choose within range causing a explosion of the chosen aura. Choose a point within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw, they can choose to fail. If this spell is cast in Aura of Death, each creature in range takes 8d6 necrotic damage on a failed save. If this spell is cast in Aura of Life, any friendly targets within range heal for 4d6 Hit Points, and any enemy within range takes 3d6 radiant damage on a failed save. Any damage taken is halved upon a successful save. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 2d6 for each slot level above 3rd.


Rejuvenation
3rd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 2 minutes


You send out small streams of life aura to heal an ally over time. This spell may only be cast in Aura of Life. Choose a target within range. You may heal any target with Rejuvenation cast on them for 4d6 Hit Points once per turn until this spell's duration is over. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 2d6 for each slot level above 3rd.


Personal Aura
3rd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: until removed or cast on different target


Choose a target in range. You conjure a ball of either aura of life or death in your hand and send it to the target. The ball then hovers over the shoulder of that target either healing them for 2d6 Hit Points in Aura of Life or dealing 2d6 + Intelligence modifier (minimum 1) necrotic damage in Aura of Death. The target may make an Intelligence saving throw on each of their turns to remove the ball of aura, removing it on a successful save. The target must use their full turn in order to make a save in this way. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 2d6 for each slot level above 3rd.


Penance and Repentance
4th-level Evocation
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


A flash each of aura of life and death streak towards an ally and an enemy you can see. Choose two target creatures in range that you can see, and designate which is targeted by the Aura of Life. Make a ranged spell attack against the creature targeted by the Aura of Death. The target hit by the aura of life heals for 6d6 Hit Points, and the creature targeted by the aura of death takes 6d6 necrotic damage on a hit. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage and healing increases by 2d6 for each slot level above 4th.


Aura Cloud
5th-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: 5 minutes


You wave your hands forming a cloud of an aura of your choice. You then direct where the cloud of aura drops to the floor and spreads. Choose a point within range, You create a 20-foot-radius sphere of the aura used as a Fog. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The area within the fog is heavily obscured.

When a creature enters the spell's area for the first time on its turn or starts its turn there, that creature must make a Constitution saving throw. Creatures are affected even if they hold their breath or don't need to breathe. The creature takes 5d8 necrotic damage on a failed save if Aura of Death was used, or half as much damage on a successful one. If Aura of light was used any ally in the fog heals for 6d6 and enemies take 6d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage for aura of death increases by 2d8 for each slot level above 5th. The damage and healing done by aura of life increases by 4d6 for each slot level above 5th.

Multiclassing

Prerequisites. To qualify for multiclassing into the aura magister class, you must meet these prerequisites: 14 Intelligence and 12 Charisma.

Proficiency. When you multiclass into the aura magister class, you gain the following proficiency: Medicine.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: