Aura Swordsman (5e Class)
From D&D Wiki
- 1 The Aura Swordsman
- 2 Creating an Aura Swordsman
- 3 Class Features
- 4 Advancements of the sword
- 5 Multiclassing
The Aura Swordsman
A strong and skillful swordsman. Has infinite potential with the sword and a strong body due to strict training.
Creating an Aura Swordsman
An aura swordsman is a class that benefits most the longer a round of combat goes on. Gaining points the longer a battle goes on allowing for stronger combos and devastating special skills. To gain the most of the class you have to be at higher levels. When it comes to making an aura swordsman try to develop on how your character developed these powers and where your character learned how to use the sword and why did you decide to learn it in the first place? maybe you did it to protect you and your family, or maybe you wanted to be an adventurer. These things are important to keep in mind when making an aura swordsman.
- Quick Build
You can make an Aura swordsman quickly by following these suggestions. First, Strength should be your highest ability score, followed by constitution, dexterity or intelligence depending on your advancement choice.
As a Aura Swordsman you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: simple Weapons, martial Weapons
Saving Throws: Strength, constitution
Skills: : Choose from 2 from athletics, persuasion,Acrobatics,Intimidation,Insight,and perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) 2 simple weapons
- (a) 2 Javelins or (b) A simple melee weapon
- An explorers pack
- Light leather armor
|1st||+2||Way of the sword||110|
|2nd||+2||Way of the sword special skill set||120|
|3rd||+2||Advancement of the sword||130|
|4th||+2||Ability Score Improvement||140|
|6th||+3||Advancement of the sword feature||160|
|7th||+3||Way of the sword improvements||170|
|8th||+3||Ability Score Improvement||180|
|9th||+4||Advancement of the sword improvement||190|
|10th||+4||Advancement of the sword skill set||200|
|12th||+4||Ability Score Improvement||220|
|13th||+5||Advancement of the sword feature||230|
|15th||+5||Way of the sword improvement||250|
|16th||+5||Ability Score Improvement||260|
|17th||+6||Advancement of the sword feature||270|
|19th||+6||Ability Score Improvement||290|
Way of the sword
The "Way of the Sword" ability enables you to utilize the energy gained through attacks and special skills into 2 types of auras: Aura of Vitality and Aura of Destruction. You start your day with 25 of each aura.
Aura of vitality: This magical aura can be used to boost your speed and use vitality skills. Every time an enemy lands a hit on you, you gain 15 vitality points. As a bonus action, you can consume 10 vitality points to increase one of your speeds by 10 for your current turn.
Aura of destruction: This fierce energy builds up inside the body. This fiery energy can be used by consuming 10 destruction points to add an additional 1d4 fire damage to your melee attacks as a bonus action. This is used to activate destruction skills. Each time you hit an enemy you gain 15 destruction points.
At 2nd level, you hone your abilities with the blade and use it to activate aura skills. Each aura skill is divided into 1 of 2 categories: vitality and destruction. Activating an aura skill requires 1 action unless stated otherwise in the aura skills description.
Vitality: Vitality skills are skills that focus more on swift precise attacks. Most vitality skills will consume vitality points in exchange for destruction points.
Destruction: Destruction skills are skills that focus on brute force and raw power. Most destruction skills will consume the destruction points in exchange for vitality points.
Your aura skill save DC is 8+ your proficiency bonus + your Strength modifier.
Your aura skill attack modifier is Your proficiency bonus + your Strength modifier.
Way of the sword skill set: 
Advancement of the sword
After some time using the sword you gain the knowledge and can choose 3 different paths such as sword knight. These paths will grant you special features at 3rd level and again at 6,9,10,13 and 17th level.
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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Way of the sword improvements
Your mastery of your aura has allowed you to unleash more of it's potential. At 7th level you now begin your day with 50 aura of destruction and vitality. In addition consuming aura makes your current effects stronger. Consuming vitality points allows you to move an additional 15 feet now. And consuming destruction points now allows your sword to deal an additional 1d8 fire damage. At 15th level you fully master the use of your aura. You gain 25 aura of vitality when you get hit and 25 aura of destruction when you attack an enemy. You can consume your vitality points to add 20 speed as a bonus action. You can also consume 30 vitality points as a bonus action to regain 2d6+your hit dice hp. You can consume 30 destruction points to deal an additional 2d8 fire damage as a bonus action. You start your day with 100 aura of vitality and 100 aura of destruction.
Aura Skill enhancements
At 14 level and again at 16th, 18th and 20th levels you gain the ability to improve upon one of your aura skills. This aura skill can be any type of skill excluding your ultimate skill.
You have fully mastered your abilities. You use your powers to activate an ultimate skill of mass power. You can either unlock your hyperactive skill that belongs to the path you chose or upgrade one of your current skills into force skills.(You cannot change this decision) To use your hyperactive you consume 300 aura of vitality and 300 aura of destruction. If you choose to use a force skill you must consume 300 of the required aura points for that skill. Only certain skills can be forced enhanced. Using this feature does not reward you with any points. Force skills can only be used once until you do a long rest. Hyperactives can be used once every 1d6 days.
Advancements of the sword
Charges head-first into battle and uses elite swordsmanship skills to rule the battlefield. After longer training you create new ways of fighting with your sword with more speed.
- Quickened blade
At 3rd level your heavy training with this sword has allowed you to make swift and decisive strikes using it. If you are using a sword that you are proficient in, you can choose to swing your sword again as a bonus action. This feature can be used Once every long rest. The second strike has advantage at 16th level and can be used twice every long rest.
- Perfect guard
At 6th level your training has lead you to become a stronger fighter. You gain +1 AC. And as a reaction you can choose to add +2 to your AC for the rest of that round. You also gain proficiency with heavy armor. This feature can be used 2 times until you complete a long rest. At 14th level you can add +3 AC as a reaction.
- Lord knight(Advancement of the sword improvement)
After training in such heavy conditions for so long your body has adapted itself to combat. You become a true force to be reckoned with while using the blade. Your quick slash could knock down the enemy in the blink of an eye, making you an extremely deadly swordsman, the Lord Knight!
- Wind slicer
At 9th level your sword attacks have become even faster. Sometimes when you swing your sword a gust of wind slices matching your speed. When you attack using a greatsword and roll a crit this gust of wind appears dealing an additional 1d8 slashing damage. at 18th level this damage is increased to 1d8+(Strength modifier) and will appear no matter what.
- Warrior physique
At 13th level your body has withstood so much massive damage it has adapted to it. When you gain this feature add +10 to your maximum hit points. You make a constitution saving throw when you are hit. On a successful save you take half as much damage and gain +3 AC for the rest of that turn. This feature can be used twice every long rest. at 18th level this feature can be used 3 times every long rest.
- Counter patience
At 17th level your body has prepared itself for many types of debuffs. You gain immunity to deafness, frightened, stunned, and being blinded. Whenever you are hit with a debuff or an ability that would debuff you, you gain an additional 1d8 damage(maximum 2 stacks). If you have to make a saving throw that would result in you receiving a debuff you can choose to gain advantage on that saving throw.
A knight that can deal with any enemy after granted the power of magic. With this power you can utilize the powers of both melee and ranged attacks. Spellcasting:Unlike most magic users your magic came from a ritual that allowed you to use it. Your spellcasting modifier is intelligence and your spellsave and skill save dc is 8+ your proficiency bonus + your modifier. Your spell and skill attack bonus is your Proficiency bonus + your modifier. Your spell list is the same as that of a wizard. You have 1 third of the maximum spell slots and know 1 cantrip. At 9th level this becomes 2 cantrips.
- Thinking outside the box
At 3rd level all of your attacks using a sword you are proficient in are counted as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. All magic knight skills are counted as magical. At 11th level your use of magic becomes even stronger. Add half(rounded up) your ability modifier's damage and to hit as magic to any sword you are proficient in.In addition the weapon that you added your bonus to is linked to you. if you are disarmed, you can use a bonus action to teleport the sword back to yourself using a rune gate. At 18th level add +2 to your swords to hit and damage.
- Magic chain
At 6th level you become able to lower someone's magical defense. When you attack an enemy you can choose to roll a percentile die. If you roll'd high enough (45% and up) you lower the enemies magical defense and they take an additional 1d8 magic damage. This feature can be used 3 times every long rest. At 14th level this becomes 2d8 and at 18th level you no longer need to roll the percentile die.
- Rune slayer(Advancements of the sword improvements)
After training for so long using magic your body has truly adapted to the use of it. You become a swordsman who mastered the power of Rune and Magic. You incorporate the use of Runes to further develop your ability to fight in close or long ranged battles. This allowed you to become a stronger magic knight, thus giving you the name, Rune Slayer.
- Sword enchant
At 9th level your powers have allowed you to imbue your sword with either the element of fire, lightning or cold. Choose an element and add 1d6 of that element to a sword you are proficient in. At 16th level this becomes 2d6.
- Rune mastery
At 13th level your mastery of runes has allowed you to tap into more of their power. Your rune skills sizes becomes doubled and last for double of it's normal duration.
- Magic resistance mastery
At 17th level your high use of runes and magic has made your body gain more defense against magic. You gain advantage on all spell saving throws. You also gain resistance to spell damages of spells lower than 7th level.
You are able to materialize the legendary "Conwell" sword at will after harnessing its power, allowing you to attack with two swords at any time and inflict endless amounts of hits in an instant.
- Conwell blade
The spirit of the sword Conwell that Sheath Knight possesses. While his physical form is a sword, inside he is an old man who lives in his lab, he doesn't try to concern himself with The users actions but feels the need to warn him when he decides to become consumed by the darkness, because it is forged in shadows At 3rd level once per turn when you attack using a sword you are proficient with the Conwell blade appears in your other hand(If you are not using a shield or wielding another weapon) allowing you take make an additional attack using the conwell blade. The conwell deals 1d6+Strength modifier damage. At 9th level this becomes 1d8 damage and at 15th level this becomes 1d10. At 16th level Conwell will begin awarding you with destruction points. Any level prior it does not
- Sudden strike
At 6th level you have to roll a 19 and above instead of a 20 for your attacks to crit. At 18th level this becomes 18.
- Infinity Sword(Advancement of the sword improvement)
After your countless trials in combat you tap deeper within the infinite power of conwell. You become the powerful Infinity Sword. An Infinity Sword is able to summon numerous Conwell swords for battle. You overpower enemies and leave them with no chance of survival using rapid strikes and Conwell's infinite power.
- Infinite blades
At 9th level attacking enemies spawn small Conwell swords that float behind you.(Stacks up to 5 times) As a bonus action you can allow these swords to attack an enemy(consuming the swords) dealing 1d4 damage each. These swords must roll to hit. At 14th level the damage for each sword becomes 1d6.
- Sharp sword
At 13th level your attacks become faster and more precise. You gain a +3 to hit and your attacks have a chance of having an enemy bleed heavily. The enemy must make a constitution saving throw dc = 8+ Strength modifier+Proficiency bonus. the enemy starts to bleed taking 2d4 damage every turn for 1d6 turns unless it is stopped. In addition they lose 10 feet from their movement speed for the duration. This effect does not stack. At 18th level this becomes 4d4 and the target loses 20 feet from their movement.
- Lightning surge
At 17th level your body has become faster due to your speedy attacks. You gain +10 to your running speed and +2 to your dexterity making your dex cap 22. You gain advantage on all dexterity saving throws. You can add your proficiency bonus to a dexterity saving throw. This feature can only be used once every short or long rest. When you attack an enemy you gain lightning surge stacks. For each attack your hits become faster and faster. After 5 attacks you can attack an enemy again and This attack must only roll a 15 or higher to crit. If it does crit you may roll your crit damage twice.
Prerequisites. To qualify for multiclassing into the Aura swordsman class, you must meet these prerequisites:You must have a strength score of 15 or higher.
Proficiencies. When you multiclass into the Aura swordsman class, you gain the following proficiencies: Martial weapons and a skill of your choice.