Powerful Aura (5e Feat)

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Powerful Aura

You can channel the inner fire of your soul and emanate an aura of a specific color that affects you and/or other creatures around you. When you gain this feat, choose one of the colors from the list below. The chosen color is the color of your aura, which affects you and other creatures within 10 feet of you when emanated.

As a bonus action, you can emanate your aura for 1 minute. Maintaining your aura requires your concentration, as if concentrating on a spell. Your aura ends when you lose concentration, or when you dismiss it (no action required).

Once you use this feature, you must finish a long rest before you can use it again.

You can select this feat multiple times. Each time you do so, you choose a different color from the list below. You can emanante aura of only one color at a time.

  • Black. You and all friendly creatures within your aura have advantage on Dexterity checks and saving throws.
  • Blue. You and all friendly creatures within your aura have advantage on Wisdom checks and saving throws.
  • Green. You and all friendly creatures within your aura have advantage on Constitution checks. When you or a friendly creature within your aura start a turn with half its maximum hit points or less, it regains 2 hit points.
  • Orange. You and all friendly creatures within your aura have advantage on Constitution checks. If you or any friendly creature within your aura take non-magical bludgeoning, piercing, or slashing damage it's reduced by 2.
  • Purple. You and all friendly creatures within your aura have advantage on Charisma checks. Hostile creatures within your aura have disadvantage on saving throws against being charmed or frightened.
  • Red. You and all friendly creatures within your aura have advantage on Strength checks. When you or a friendly creature within your aura makes a melee weapon attack using Strength, it gains a +1 bonus to attack rolls and damage rolls.
  • Yellow. You and all friendly creatures within your aura have advantage on Dexterity checks. When you or a friendly creature within your aura makes a ranged weapon attack, it gains a +1 bonus to attack rolls and damage rolls.
  • White. Bright light shines from you in a 5-foot radius, and dim light shines 5 feet beyond that. When a hostile creature starts its turn within your aura, it must make a Wisdom saving throw. The DC equals 10 or 8 plus half your level, whichever is higher. On a failed save, the creature takes radiant damage equal to half your level and becomes blinded until the end of its next turn. A creature that succeeds on this saving throw takes half damage rounded down and is immune to your aura for 24 hours.

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