Auramancer (5e Subclass)
From D&D Wiki
Auramancer[edit]
Roguish Archetype: Years of studying and training allow you to channel your inner energy, aura, to augment your body and mind.
Level | Cantrips Known | Spells Known | Aura Points | Aura Points Limit |
---|---|---|---|---|
3 | 3 | 2 | 4 | 2 |
4 | 3 | 3 | 6 | 2 |
5 | 3 | 3 | 6 | 2 |
6 | 3 | 3 | 6 | 2 |
7 | 3 | 4 | 14 | 3 |
8 | 3 | 5 | 14 | 3 |
9 | 3 | 5 | 14 | 3 |
10 | 4 | 6 | 17 | 3 |
11 | 4 | 7 | 17 | 3 |
12 | 4 | 7 | 17 | 3 |
13 | 4 | 8 | 27 | 5 |
14 | 4 | 9 | 27 | 5 |
15 | 4 | 9 | 27 | 5 |
16 | 4 | 10 | 32 | 5 |
17 | 4 | 10 | 32 | 5 |
18 | 4 | 10 | 32 | 5 |
19 | 4 | 11 | 38 | 6 |
20 | 4 | 12 | 38 | 6 |
- Channeling Aura - Spellcasting
By the time you choose this roguish archetype at 3rd level, you learn how to channel your aura to cast various spells.
- Cantrips
- You know three cantrips of your choice from the Auramancer spell list. You learn additional Auramancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Auramancer table.
- Aura Points
- The Auramancer table shows how many Aura Points you have. To cast spells you expend a number of your Aura Points based on the spell level, as shown in the table below. The maximum number of Aura Points you can spend is determined by your rogue level, as shown in the Aura Points Limit column in the Auramancer table.
Spell
LevelAura Points
Cost1st 2 2nd 3 3rd 5 4th 6
- For example, when you are 8th level, you have 14 Aura Points. To cast the 1st-level spell thunderwave, you must spend either 2AP to cast it as a 1st level spell or 3AP to cast it as a 2nd level spell.
- Spells Known of 1st Level and Higher
- At 1st level, you know two 1st-level spells from the Auramancer spell list.
- The Spells Known column of the Auramancer table shows when you learn more Auramancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than the maximum AP cost for your current level, what's shown in the table's Aura Points Limit column. When you reach 7th level, for example, you learn a new Auramancer spell, which can be 1st or 2nd level.
- Additionally, when you gain a level in this class, you can choose one of the Auramancer spells you know and replace it with another spell from the Auramancer spell list, which also must be of a l no higher than what's shown in the table's Max Slot Level column for your level.
- Spellcasting Ability
- Intelligence is your spellcasting ability for your Auramancer spells. 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 wizard 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 an arcane focus as a spellcasting focus for your Auramancer spells.
- Aura Skin
When you choose this archetype at 3rd level, you learn how to enhance your skin and clothing with aura. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
- Aura Sense
Additionally at 3rd level, your ability to sense aura enhances your senses. You gain proficiency in the Insight and Investigation skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- Aura Manifestation
Starting from 9th level you learned how to shape your own aura into a tangible object. You can use your bonus action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, appearing slightly ethereal and radiating dim light out to 5 feet. Objects created in this manner disappear after 1 hour, if they take any damage, if they deal any damage or when you use this feature again.
Additionally you can spend your Aura Points to create disks made of Aura. As a bonus action, you can spend 1 or more AP (to the maximum of AP you can spend at current level) to create a semi-transparent disk with a diameter equal to number of AP spent x 5 feet, within 30 feet of you. You need to maintain concentration, as if you were concentrating on a spell, however you can concentrate on a number of disks equal to your Intelligence modifier at once. While you have at least one disk active, you can use your action to move it within 30 feet of you or attack a target within 30 feet of you, using your Intelligence modifier for the attack. The disk deals 1d6 + Intelligence modifier force damage per AP spent on its creation. You can apply sneak attack when attacking with your disks.
You and other creatures can also use your disks as platforms to stand on, while standing on a disk your aura connects with it making you harder to move. You have advantage on saving throws and ability checks that force you to move or make you prone. If a creature is standing on a disk, that disk cannot be moved or used to attack. A disk can hold up to 200 lbs per AP spent. Disks AC equals 10 + Intelligence Modifier and it has number of hit points equal to 10 x AP spent + Intelligence modifier
- Empowered Aura
Starting at 13th level, your aura reserves gorw. Once per day when you finish a short rest, you can choose expended Aura Points to recover, to a maximum of AP equal to your Intelligence modifier.
- Invisible Mark
Additionally at 13th level, when you hit a creature with a melee attack or your aura disk, you can choose to mark a creature with fragment of your own aura. When a creature is marked this way and you don't have disadvantage on the attack roll, you don't need advantage on the attack roll to apply your sneak attack. Also you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature. This benefit lasts for an hour. It ends early if you designate a different creature.
- Sixth Sense
Starting from 17th level, your ability to sense aura grows immensely. You have darkvision with a range of 60 feet. If you already have darkvision, its range extends by 60 feet. You can also see in both non-magical and magical darkness.
Additionally, using a bonus action, you can gain truesight with range of 30 feet for 1 minute. You can use this ability number of times equal to your Intelligence modifier. You regain expended uses on a long rest.
______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
- Auramancer Spell List
- Cantrips
- Booming Blade
- Chill Touch
- Dancing Lights
- Guidance
- Green-Flame Blade
- Mage Hand
- Sapping Sting
- Shocking Grasp
- Spare the Dying
- Sword Burst
- 1st level spells
- Absorb Elements
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Faerie Fire
- False Life
- Feather Fall
- Identify
- Inflict Wounds
- Shield
- Speak with Animals
- 2nd level spells
- Blur
- Dragon's Breath
- Calm Emoitions
- Enhance Ability
- Invisibility
- Mirror Image
- Misty Step
- Spiritual Weapon
- Zone of Truth
- 3rd level spells
- Clairvoyance
- Counterspell
- Dispel Magic
- Fly
- Haste
- Incite Greed
- Life Transference
- Protection from Energy
- Tongues
- 4th level spells
- Arcane Eye
- Dimension Door
- Elemental Bane
- Fabricate
- Locate Creature
Back to Main Page → 5e Homebrew → Character Options → Subclasses