Smelting Aura Warrior (5e Subclass)
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Smelting Aura Warrior[edit]
Fighter Archetype
Smelting Aura Warriors use the energy all around them to create weapons of great power to strike down their foes. this energy into themselves to use later to create destruction upon those who dare face them. They collect weapons and store them into a extra-dimensional space, were they can use that weapon as a template to create a copy made out of force. A Smelting Aura Warrior is never unarmed.
- Smelting Aura
Through your meditation and piecing together the smelting aura you are able to summon weapons to strike your opponents without wielding a sword
- Aura Arsenal. During a long rest, you can store weapons on your aura arsenal, a extra-dimensional space that store your weapons. When you finish a short or a long rest, you can store or remove a single melee weapon on your Aura Arsenal.
- If the stored weapon requires attunement, you must be attuned to the weapon before you are able to store it on your Aura Arsenal. You can't store artifacts on the arsenal.
- If you enter in an area of antimagic field, all weapons stored on your arsenal fall to the ground, in a space within 5 feet of you. If a creature cast dispel magic on you, you must succeed on a Constitution saving throw against the spell save DC, or the weapons also fall from your arsenal.
- You can have a maximum number of weapons stored equal to your Constitution modifier (minimum of 1).
- Summing Weapons. Your aura have a 10-foot radius, and in combat you can use the smelting aura to summon weapons in your Aura Arsenal to attack enemies inside this radius. When you take the Attack action, you can make an attack with any weapon stored on your Aura Arsenal against a creature inside the aura. The weapon is summoned for that attack, and returns to the arsenal when the attack is resolved.
- You use your Constitution modifier, instead of Strength or Dexterity, for attacks and damage rolls with summoned weapons, and cause force damage, rather than the normal damage for that weapon, since you create a magical copy of the stored weapon trough the use of smelting magic.
- If you have no weapons stored on your aura arsenal, you can create rough version of energy weapons, that cause 1d4 + your Constitution modifier force damage on a hit.
- You can also use your bonus action to summon a weapon stored in your aura to your hand, if you have a hand free. Attacks made with this weapon use your ability scores as normal. You can return that weapon to your arsenal using a bonus action.
- In addition, creatures provoke opportunity attacks from you when leaving the area of your aura. You must use a weapon stored on your Aura Arsenal to make this attack.
- Aura Skills
Starting at 3rd level you have gathered the smelting aura around you into a pool of aura points you can use to activate special techniques with your aura. You have a number of aura points equal to your Constitution modifier (minimum 1 point), and regain these points after completing a long rest.
- Strengthen Metal. When you hit a creature with a weapon you are wielding against a creature inside the aura, you spend 1 aura point to strengthen that weapon, causing additional damage equal to your proficiency bonus + your Constitution modifier.
- Fast Blade. You can spend 1 aura point to make a single attack with a weapon summoned from your aura using a bonus action.
- Aura Mastery
At 7th level, any attack with a weapon that is conjured from your arsenal is considered magical for the purposes of overcoming resistance and immunity to non-magical damage.
- Torment of Blades
Also at 7th level, you can use your action to unleash a torment of blades upon your enemies. Choose one weapon stored on your arsenal, and force all creatures in a 10-foot radius to make a saving throw, or take damage equal to the damage of an attack with that weapon on a failed save.
You can use this feature once, and regain your uses of it when you finish a short or a long rest, unless you spend 3 aura points to do so again.
- Aura Pool Improvement
At 10th level, when you roll initiative, you can choose to gain additional aura points equal to your Constitution modifier (minimum of 1). You can use this feature once, and regain the ability to do so when you finish a long rest.
- Ultimate Aura Blade
At 15th level, you can infuse your weapon with magical power, enhancing its damage. As a bonus action, choose one damage type of your choice from the following: acid, cold, fire, lightning, thunder, radiant, force or necrotic. For the next minute, you cause additional 2d8 damage from the chosen type on attacks with your summoned weapons.
In addition, you score critical hits on a roll of 17-20 with the weapon against creatures you attack inside your aura.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 aura points to do so again.
- Enhanced Aura
At 18th level, your Smelting Aura area becomes 30 feet. In addition, whenever a creature moves inside the aura, it provokes an opportunity attack from you.
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