Aura Warrior (5e Class)

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Aura Warrior[edit]

Aura Warriors have existed long before written history was a thing. Legends have it that the first Lucario (the majority of aura warriors) was made due to an extremely high concentration of aura somewhere around the Sinnoh mountains, and that's why they tend to live around that spot. Other races can still be an aura warrior, but it takes even more intense focus and training than the natural-born aura users that Lucario are.

Intro to the Aura Warrior[edit]

You run on respect, trust, and honor. Justice is your calling, and you aren't afraid to lay down your life to save lives.

Aura warriors rely on their aura to do most of their work, so they don't usually specialize in weapons. Their power comes from the aura force, connected to the users' emotions and ideals. They want the greater good.

As an aura warrior, you can just imagine someone took a monk and made it a sorcerer, and added a barbarian into the mix. To use your aura, you don't use spell casting, but you use Aura Points (AP). To gain unique moves and abilities, you just simply level up.

Creating an Aura Warrior[edit]

Quick Build

First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, use simple weapons, such as Daggers, Crossbows, ect.

Class Features

As a Aura Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: You are proficient in one set of Artisan’s tools of your choosing.
Saving Throws: Dexterity, and Charisma
Skills: Choose 2 from Acrobatics, History, Insight, Religion and Stealth.

Equipment

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

  • (a) 2 daggers or (b) a handaxe
  • (a) a light crossbow and quiver with 20 bolts or (b) a shortbow and quiver with 20 arrows
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have the same starting wealth as a monk in funds.

Table: The Aura Warrior

Level Proficiency
Bonus
Features Aura Points (AP)
1st +2 Simple Abilities, Aura Proficiency, Unarmored Defence 0
2nd +2 Aura Points, Mega Evolution, New Simple Ability 2
3rd +2 Ways of the Aura Warrior 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 New Simple Ability 6
7th +3 New Warrior Path Ability, New Simple Ability 7
8th +3 Ability Score Improvement 8
9th +4 Mega Evolution Improvement, Warrior Path Improvement 9
10th +4 New Simple Ability 10
11th +4 New Warrior Path Ability 11
12th +4 Ability Score Improvement 12
13th +5 Mega Evolution Improvement, New Simple Ability 13
14th +5 Warrior Path Improvement 14
15th +5 New Warrior Path Ability 15
16th +5 Ability Score Improvement 16
17th +6 Mega Evolution Improvement 17
18th +6 Aura Immersion 18
19th +6 Ability Score Improvement 19
20th +6 Aura Master 20

Unarmored Defense[edit]

When you are not wearing armor and are not using a shield, your AC is 10 + your Dexterity modifier + your Charisma modifier.

Aura Proficiency[edit]

Charisma is your modifier for your aura abilities, since your connection to Aura relies on the strength of your personality. In addition, you use your Charisma modifier when setting the saving throw DC for an ability calls for one and when making an attack roll with one.

Aura save DC = 8 + your proficiency bonus + your Charisma modifier (Unless specified otherwise)

Aura attack modifier = your proficiency bonus + you Charisma modifier (Unless specified otherwise)

Short and Long Rest AP recovery[edit]

Simple Abilities[edit]

Simple abilities are abilities that every subclass has access to. They either cost no, or very few Aura Points to use, but aren’t that powerful. However, you can choose to boost their damage by spending some Aura Points.

The full Simple Ability table can be found at Simple Abilities List

Aura Points[edit]

Starting at 2nd level, you gain access to Aura Points. Not only does it grant you access to specific subclass abilities (See: Paths of the Aura Warrior), they allow for some damage boosts.

Short and Long rest Aura Points recovery. When you take a short rest, you regain a number of aura points equal to your Proficiency Bonus.

You recover all your aura points when you take a long rest.

Mega Evolution[edit]

Starting at 2nd level, you gain the ability to Mega Evolve.

As you let the Aura around you flow throughout your body, and power every fiber of your being, you take on a different form.

Once per long rest, you can spend an Bonus Action to Mega Evolve into a more powerful form for one minute. Throughout the duration, you gain advantage on Dexterity checks, as well as the below buffs.

Level Added Damage Die AC Boost Movement Time
2 +1 +1 +20 feet One Minute
9 +1 +1 +20 feet One Hour
13 +2 +1 +20 feet One Hour
17 +2 +2 +20 feet Until you choose to end it, or you fall unconscious.

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.


Extra Attack[edit]

Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.

Aura Immersion[edit]

Starting at level 18, you gain the ability Aura Immersion.

You've done what every aura user strives to do throughout their life. You have become fully immersed in your aura. Aura isn't something you use anymore. It becomes an essential part of you, and you become an essential part of it.

Every 10 years that pass, your body only ages as if one has passed. You can also choose to substitute Strength checks for Charisma checks.


Aura Master[edit]

At level 20, you gain the Ability list of one other subclass of your choosing.

Ways of the Aura Warrior[edit]

At 3rd level, you choose either the Way of the Spiritual Warrior, the Way of the Martial Warrior, or the Way of the Veil Warrior. Each of these subclasses has their own attacks and abilities attached to them. They may be stronger than the Simple Abilities, but they cost more AP than them as well.

Way of the Spiritual Warrior[edit]

The Way of the Spiritual Warrior relies on your Sheer focus on your targets, being able to aim with pinpoint accuracy. You prioritize attacking at a range, and keeping them away at all costs.

The full ability table can be found at Spiritual Warrior Ability List

Laser Focus[edit]

You can now now focus onto a target and change targets quickly and reliably.

Starting at 3rd level, you gain a +2 to any attack roll using a ranged weapon. Additionally, you can crit on a 19 as well as a 20 on ranged attacks.

Hyper Focus[edit]

Now that you've been practicing the arts for some time now, your focus has improved by a significant amount,

Starting at 9th level, upon making a ranged attack, you can choose to make that attack with advantage. You can use this feature an amount of times equal to your Charisma modifier.

Unbreakable Focus[edit]

You can now keep your pinpoint accuracy at insane speeds.

Starting at 14th level, if something would cause you to roll with disadvantage with a ranged attack, you can choose to roll normally instead.


Way of the Martial Warrior[edit]

The Way of the Martial Warrior relies on close quarters combat. You prioritize quick reactions, cunning, Sheer damage output and evasiveness in this subclass.

The full ability table can be found at the Martial Warrior Ability List

Aura Rage[edit]

Starting at 3rd level, when you are below half of your hitpoint maximum, you deal an additional damage dice.

Aura Fury[edit]

While Mega Evolved, choose from either Bludgeoning, Slashing, or Piercing. You gain resistance to that damage type for the duration of Mega Evolution.

Aura Outburst[edit]

Starting at 14th level, when you are at or below 25 hit points, you deal three additional damage dice instead of one. Additionally, when an attack would knock you down to 0hp, you can choose to drop to 1 instead. You may use this feature once per long rest.


Way of the Veil Warrior[edit]

The Way of the Veil Warrior relies on the purity of themselves. They prioritize helping their allies over harming a common enemy. They may have no specialized attacks, but they can deal a large amount of damage if needed.

The Full ability table can be found at the Veil Warrior Ability List

Calm Mind[edit]

Starting at 3rd level, [WIP]

Healing Aura[edit]

Starting at 9th level, When you heal another creature you may choose to heal them for the maximum amount. You may use this ability once per long rest.

Unbreakable Peace[edit]

Starting at 14th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Simple Abilities List[edit]

Aura Sphere[edit]

Starting at 1st level, as an attack, you can create a Blue, glowing sphere, about 2 feet in diameter, to lock onto a target.

When used, the target makes a Dex saving throw. If failed, they take 1D8 + Charisma Radiant Damage, and only half on a successful save. This attack has a range of 60 feet.

Extra AP spent Damage Dice Increase
2 +1D8
3 +2D8
4 +3D8

Bone Rush[edit]

Starting at 1st level, as an attack, you can conjure 2 green, glowing bones, each about 4 feel long, to attack your opponent with.

You roll to hit up to 3 times, each hit dealing 1D4 + Dexterity Bludgeoning Damage, stopping on your first miss.


Extra AP spent Damage Dice Increase
1 +1D4 (per hit)
2 +2D4 (per hit)
4 +3D4 (per hit)

Force Palm[edit]

Starting at 2nd level, as an attack, you can place your palms on the targets chest, then release a high concentration of aura, potentially causing them to become stunned.

If landed, it deals 1D8 + Charisma Force damage. Before you roll to hit, however, you can choose to spend an additional AP to make the opponent make a Con saving throw, where if failed, they become stunned for one round.

Extra AP spent Damage Dice Increase
2 +1D8
3 +2D8
4 +3D8

Extreme Speed[edit]

Starting at 6th level, after spending an aura point, you can add 20 feet of movement on top of your base movement for one minute.

Focus Energy[edit]

Starting at 7th level, costing a bonus action, you can focus more Aura Energy into your next attack, adding one damage dice to it.

Extra AP spent Damage Dice Increase
2 +1
3 +2

Bullet Punch[edit]

Starting at 10th level, as an attack, you can strike the target with such speed, you have a chance to strike twice in the same moment.

If landed, it deals 1D8 + Dexterity Bludgeoning Damage. However, if you roll a base 16 or higher, you can attack with Bullet Punch again, without the cost of an action or bonus action.


Extra AP spent Damage Dice Increase
2 +1D6
3 +2D6
4 +3D6

High Jump Kick[edit]

Starting at 13th level, as an attack, you can make a powerful Jumping Knee kick towards the opponent, where if missed, damages the user.

If landed, it deals 2D10 + Dexterity Bludgeoning damage, but if missed, does 2D10 bludgeoning damage to yourself.


Extra AP spent Damage Dice Increase
2 +1D10
3 +2D10
5 +3D10

Spiritual Warrior Ability List[edit]

Flash Cannon[edit]

Starting at 3rd level, after spending 1 Aura Point, you can gather up the light energy around you and focus it into a single blast. It can go through targets to hit multiple at once, assuming they are within the line of fire. If multiple targets are within the line of fire, you make an attack roll for each target.

If landed, this deals 1D12 + Charisma Bludgeoning damage. This attack has a range of 90/120 feet.


Extra AP spent Damage Dice Increase
1 +1D12
2 +2D12
3 +3D12

Swift[edit]

Starting at 3rd level, after spending 2 Aura Points, you can conjure a series of stars at the flick of your arm, which can hit up to 3 targets.

Up to 3 chosen targets make a Dexterity save, and if failed, take 1D6 + Cha Piercing damage. They take only half on a successful save. This attack has a range of 60/100 feet.

Extra AP spent Damage Dice Increase
1 +1D6
2 +2D6
3 +3D6

Dragon Pulse[edit]

Starting at 7th level, after spending 2 Aura Points, you can release a jagged beam of Purplish energy to hit a single target.

If landed, it deals 2D8 + Charisma damage. This attack has a range of 30/120 feet.

Extra AP spent Damage Dice Increase
1 +1D8
2 +2D8
3 +3D8

Shadow Ball[edit]

Starting at 11th level, after spending 3 Aura Points, you can create something visually similar to Aura Sphere, but a deep purple in color. As it was created from more negative emotions, it deals more damage than Aura Sphere, but is less predictable. This attack has a range of 90/120 feet

If landed, it deals 2D10 + Charisma Bludgeoning Damage.

Extra AP spent Damage Dice Increase
1 +1D10
2 +2D10
4 +3D10

Focus Blast[edit]

Starting at 15th level, after spending 4 Aura Points, you can release a high concentration beam of Aura, dealing large amounts of damage to a single target.

If landed, it deals 2D12 + Charisma Force damage. This attack has a range of 160/200 feet.

Extra AP spent Damage Dice Increase
2 +1D12
4 +2D12
5 +3D12

Martial Warrior Ability List[edit]

Detect[edit]

Starting at 3rd level, after spending 1 Aura Point, using a reaction can sense the next attack that would hit you, allowing you to pose disadvantage on a creature attacking you.

Metal Claw[edit]

Starting at 3rd level, after spending 1 Aura Point, you conjure 5 deep, energy based claws on your dominant hand to attack your opponent with.

If landed, it deals 2D8 + Dexterity slashing damage.

Extra AP spent Damage Dice Increase
1 +1D8
2 +2D8
3 +3D8

Zen Headbut[edit]

Starting at 7th level, after spending 2 Aura Points, you can preform a powerful headbut on the target without injuring yourself in the process.

If landed, it deals 2D10 + Dexterity bludgeoning damage.

Extra AP spent Damage Dice Increase
1 +1D10
2 +2D10
3 +3D10

Brick Break[edit]

Starting at 11th level, after spending 2 Aura Points, you can make a powerful downward strike on your opponent, causing them to drop their defence for a short time.

If landed, it deals 2D8 + Dexterity Bludgeoning Damage, and the target makes a Strength Saving throw. Upon failing, the target is knocked prone.

Extra AP spent Damage Dice Increase
1 +1D8
2 +2D8
3 +3D8

Close Combat[edit]

Starting at 15th level, after spending 2 Aura Points, you can release a powerful flurry of blows that lowers your own defense by 3 AC for one minute.

If landed, it deals 3D12 + Dexterity Bludgeoning damage.

Extra AP spent Damage Dice Increase
1 +1D12
2 +2D12
4 +3D12

Veil Warrior Ability List[edit]

Swords Dance[edit]

Starting at 3rd level, as a bonus action you can spending 2 Aura Points, you can sharpen the connection between you and your aura, allowing for an increased damage output.

For the next minute, you add one damage dice to all attacks (I.E: 2D8 -> 3D8.).


Extra AP spent Damage Dice Increase
1 +1
3 +2
5 +3

Heal Pulse[edit]

Starting at 3rd level, after spending 1 Aura Points, you can heal any ally's HP by 1D6 + Charisma within 60 feet.

Extra AP spent Damage Dice Increase
1 +1D6
2 +2D6
3 +3D6

Helping Hand[edit]

Staring at 7th level, after spending 2 Aura Points, and on physical contact with an Ally, you can boost their next attack by 1D6.


Extra AP spent Damage Dice Increase
1 +1
2 +2
3 +3

Rest[edit]

Starting at 11th level, as an action you can make yourself unconcious for 1d4 rounds. Each round your in this trance, you recover 2d6 + Charisma hit points. This trance is not breakable by any means.

Protect[edit]

Starting at 15th level, after spending 4 Aura Points, you create a wall of Energy that prevents the next attack from landing for one round. If an ally is within 5 feet of you, you can choose to share this protection with them, as long as they stay within 5 feet.


Multiclassing[edit]

You must have a Charisma value of at least 13.

3.75
(4 votes)

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