Aura Magus (5e Class)

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Design Note: This class was created without subclasses intentionally

Aura Magus[edit]

A young boy sits at a grave crying quietly, around him there are both vibrant and decaying flowers in the shape of a taijitu slowly switching between the two as the flowers go through life and death cycles. When suddenly the flowers freeze in the pattern they were shifting between once the boy looks upwards. After one last forlorne sigh the boy slowly trudges back into town. This event continues throughout his life unbenownst to him. With each time he visits the graves and each time another of his family members get struck down by various examples of bad luck as he gets older and each time the affected area around him gets larger and larger while he sits at the graves. Once his mother, the last living member of his family dies he finally looks up and sees the swirling vibrant and decaying nature around him and freaks out. After finding out that he belongs to a family dynasty of psionics he decides that "no longer will the whims of the world dictate to him the events that happen within his reach" and sets out to see the world.

Creating a Aura Magus[edit]

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Art by Aussifer -GM Binder

Aura Magi are masters of the unseen aura that orbits around them. They can heal or kill with impunity depending on their situation and are usually extremely controlling.

Quick Build

You can make a Aura Magus 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 Magus you gain the following class features.

Hit Points

Hit Dice: 1d8 per Aura Magus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Aura Magus 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) Scholar's pack or (b) Explorer's pack
  • (a) longbow and a spellbook or (b) shortbow and a spellbook

Table: The Aura Magus

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 Magus 5 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

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 cantrip of your choice from the wizard spell list, cleric spell list or the Aura Magus 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 magus 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 Magus 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 Magus Spell List.

The Spells Known column of the Aura Magus Table shows when you learn more aura magus spells of your choice from the wizard spell list, cleric spell list or the Aura Magus 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 magus 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 magus 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 magus 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 magus spells.

Aura Control[edit]

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[edit]

Beginning at the 1st level, as an aura magus you have the ability to control an invisible aura that contains the ability to control life and death itself. The aura starts at extending only 15 feet from you but grows slowly over time. Through many years of training and use you can swap between using the Aura of Life and the Aura of Death by expending a bonus action. While using the Aura of Life, any healing 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.
The aura grows larger as your gain levels, increasing to 20 feet at 5th level, 30 feet at 9th level, 60 feet at 13th level, and 90 feet at 18th level.
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[edit]

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[edit]

At the 3rd level, When you fail your first death saving throw the potential energy inside your aura explodes out when your will starts to fail to sustain your flickering life. You and everyone within range of your aura regain hit points equal to (1d4 * each person's Constitution modifier). If the aura of life is the active aura the health healed gains the bonus from the aura.
This feature can only be used once per Long Rest.

Ability Score Increase[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.

Aura Infusion[edit]

Beginning at 5th level, you learn how to temporary imbue your aura of death or life into your weapon. You canas an action expend a spell slot to infuse the weapon you’re wielding with either aura. While infused into your weapon you cannot manifest your aura on the world around you. You can withdraw your Aura Infusion as a Bonus Action, otherwise, the effect lasts one minute or until 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 glows with a sickly light and starts to shed ashy flakes when swung through the air. 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[edit]

At 7th level, Once per short rest, you can triple the ammount of healing done by a spell to a creature while in range of your aura.
Additionally when using revivify 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[edit]

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 overflows additional healing energy into you granting you 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[edit]

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[edit]

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

Scales of Life and Death[edit]

At the 18th level, Upon reaching 0 hit points you roll for death saves as normal, however your spiritual aura carries your will to persist 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 Magus[edit]

At 20th level, you have now mastered the auras of life and death. The auras appear like a thin wave of vibrant light to observers slowly eminating from your feet. When you speak the command word Felafel, the mist forms into a dome spanning 15 in radius 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 Magus Spell List[edit]

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.


Auric Collapse
5th-level Evocation
Casting time: 1 action
Range: Variable
Components: V, S
Duration: Instantaneous


As an action you point to a creature within your aura and attempt to bring your full psionic might to bear. When doing so the space around that creature collapses with a loud cracking sound like splitting wood. While the death aura is active you make a ranged spell attack on a hit the creature takes 10d6 + 40 force damage and must roll a Constitution saving throw, on a success they take half damage. While the life aura is active the creature regains 10d6 + 20 health and must roll a DC10 Constitution Saving throw, on a failure the creature takes 1 level of exhaustion.
At Higher Levels:When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d6 for each slot level above 5th.

Multiclassing[edit]

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

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



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