Auras of Strength (5e Class Feature)

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Aura of Strength[edit]

Each "Aura" is special power related to a fighting style or tradition. They exemplify existing aspects of a trade to enhance their power. These were created for various martial classes to better match up with the three main spellcasters, the wizard, druid, and cleric, in a more optimized setting. I believe only the fighter and barbarians have fully achieved this, though, as the monk and rogue's were focused on other things. They are all optional features, though of course you must have taken the previous features in the aura to get later ones, and these features only function when you have all of your levels in the class they pertain to.

Fighter[edit]

Fighter - Battle Aura (3rd-level Feature):[edit]

At 3rd level, you gain the ability to tap into your inner strength, enveloping yourself in a potent Battle Aura. As a bonus action on your turn, you can activate your Battle Aura, which lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you take a short or long rest. While your Battle Aura is active, you gain the following benefits:

1. Aura of Power: Your weapon is coated with a sharp red energy, and you gain a bonus to attack rolls equal to your proficiency bonus. Additionally, you deal extra damage on weapon attacks equal to twice your proficiency bonus.

2. Aura of Resilience: Your Battle Aura enhances your physical endurance, granting you temporary hit points equal to your Fighter level + your Constitution modifier at the start of each of your turns while the Battle Aura is active. Any temporary hit points remaining when the Battle Aura ends disappear.

3. Aura of Agility: Your reflexes and agility improve drastically. Your movement speed is doubled, and you gain an additional reaction for each turn that passes while the Battle Aura is active. These additional reactions can be used as normal reactions until the Battle Aura ends.

4. Aura of Adaptation: Your Battle Aura grants you resistance to one type of damage of your choice (except psychic) for the duration of the Battle Aura. You can change this damage resistance to a different type of damage at the start of each of your turns.

Aura Slash (6th-level Feature):[edit]

At 6th level, you learn to channel the energy of your Battle Aura into a devastating Aura Slash. While your Battle Aura is active, you can use this feature three times, and you regain all expended uses when you take a short or long rest. As part of the Attack action on your turn, you can make an Aura Slash in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against a DC of 8 + the modifier you choose to add to the damage of this feature + your proficiency bonus. On a failed save, a creature takes damage equal to your fighter level + your Strength or Dexterity modifier (your choice when you gain this feature). On a successful save, a creature takes half damage. You can also use this feature by expending a usage of Battle Aura when you have no uses of this feature left.

Improved Battle Aura (10th-level Feature):[edit]

At 10th level, your Battle Aura becomes even more potent. The duration of your Battle Aura increases to 10 minutes, and you can now use a bonus action to extend its duration by an additional minute, up to a maximum of 1 hour. Additionally, while your Battle Aura is active, you gain advantage on saving throws against being frightened, and you are immune to the Frightened condition caused by creatures with a lower challenge rating than your Fighter level. When this happens, and you are immune to an effect that frightens you due to this feature, you can use your reaction to make the creature that used the effect one of its targets in addition to the creatures that would normally have been targetted by the effect.

Empowered Battle Aura (15th-level Feature):[edit]

At 15th level, your mastery of the Battle Aura reaches its pinnacle. While your Battle Aura is active, you gain the following additional benefits:

1. Aura of Overwhelming Power: The bonus to damage rolls granted by your Aura of Power increases to three times your proficiency bonus, instead of twice. The energy coating your weapon turns a deep blood red as its surges and sharpens due to your enhanced power.

2. Aura of Unyielding Resilience: The temporary hit points granted by your Aura of Resilience increase to twice your Fighter level + your Constitution modifier. Your aura surges outwards, protecting you from harm.

3. Aura of Supreme Agility: You can now take two additional reactions for each turn that passes while the Battle Aura is active, instead of just one. These reactions stack with the reactions given by features of the cavalier subclass, even when otherwise stated not to. Your eyes zip around, reacting to even the smallest of movements.

4. Aura of Complete Adaptation: Your Aura of Adaptation now grants you resistance to all damage types other than psychic for the duration of the Battle Aura. Your skin shifts and morphs to match the damage it takes.

Mastery of Aura (18th-level Feature):[edit]

At 18th level, you gain godlike control over your Battle Aura. While your Battle Aura is active, you can use an action to unleash a powerful shockwave of energy by violently expanding your aura. Each creature of your choice within 60 feet of you takes force damage equal to twice your Fighter level and is pushed away from you until they are 60 feet away from you or would be pushed into an object. If the creature would be pushed into an object, they stop, and take 6d6 bludgeoning damage. You can use this feature up to 3 times, and you replenish all uses of this feature upon taking a long rest.

Barbarian[edit]

Barbarian - Feral Rage Aura (3rd-level Feature):[edit]

At 3rd level, you tap into your primal instincts, enveloping yourself in a potent Feral Rage Aura. As a bonus action on your turn, you can activate your Feral Rage Aura, which lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. While your Feral Rage Aura is active, you gain the following benefits:

1. Aura of Endurance: Your body becomes tougher, and you gain temporary hit points equal to twice your Barbarian level at the start of each of your turns while the Feral Rage Aura is active. Additionally, when you take damage, you take an amount less damage equal to your proficiency bonus.

2. Aura of Instinct: Your senses sharpen, and you have advantage on all Wisdom (Perception) and Dexterity (Stealth) checks. Additionally, you can use your reaction to impose disadvantage on an attack roll made against you or an ally within 30 feet of you.

3. Aura of Reckless Assault: Your attacks become wild and unpredictable. While your Feral Rage Aura is active, you can choose to have advantage on all melee weapon attack rolls you make, but attack rolls against you also have advantage until your next turn. Both you and those who make attack rolls against you roll 3 dice and take the highest result.

4. Aura of Unheeding Barrage: While your Feral Rage Aura is active, you can use your reaction to impose disadvantage on a ranged attack roll made against you or an ally within 30 feet of you. Additionally, when you use your Aura of Reckless Assault, both you and those who make attack rolls against you roll 4 dice and take the highest result.

Savage Strike (6th-level Feature):[edit]

At 6th level, your Feral Rage Aura empowers your strikes, allowing you to unleash a Savage Strike. While your Feral Rage Aura is active, as part of the Attack action on your turn, you can make a Savage Strike, targeting every creature within 15 feet of you with a normal melee attack. You can use this feature up to 3 times, replenishing all uses of it when you finish a long rest.

Improved Feral Rage Aura (10th-level Feature):[edit]

At 10th level, your Feral Rage Aura becomes even more potent. The duration of your Feral Rage Aura increases to 10 minutes, and you can now use a bonus action to extend its duration by an additional minute, up to a maximum of 1 hour. Additionally, while your Feral Rage Aura is active, you gain advantage on saving throws against being frightened and charmed.

Primal Resilience (15th-level Feature)[edit]

At 15th level, your mastery of the Feral Rage Aura grants you exceptional durability. While your Feral Rage Aura is active, you gain the following additional benefits:

1. Aura of Unyielding Endurance: The temporary hit points granted by your Aura of Endurance increase to three times your Barbarian level, and each time you take damage, you take an amount less damage equal to 3 times your proficiency bonus.

2. Aura of All-Seeing Eye: While your Feral Rage Aura is active, and you are in initiative, you automatically succeed on all Wisdom (Perception) checks to find creatures that you are hostile towards as long as they are within 300 feet of you.

3. Aura of Mind's Fortress: While your Feral Rage Aura is active, you are immune to being charmed or frightened, and you have advantage on saving throws against effects that inflict any other conditions.

Raging Berserker (18th-level Feature):[edit]

At 18th level, you unleash your full potential with the Feral Rage Aura. While your Feral Rage Aura is active, you can use an action to go into a state of Raging Berserker, using a use of your Rage feature and gaining all of its normal effects in addition to the following effects. During this state, your rage damage bonus is quintupled, and you roll 5 dice for advantage on your attack rolls instead of the normal number. Additionally, you can make two additional melee weapon attacks as part of your Attack action on each of your turns. The Raging Berserker state lasts for 1 minute. You can use this feature up to 3 times, and you regain all uses of this feature upon taking a long rest.

Rogue[edit]

Rogue - Shadowstep Aura (3rd-level Feature):[edit]

At 3rd level, you harness the shadows around you, creating a potent Shadowstep Aura. As a bonus action on your turn, you can activate your Shadowstep Aura, which lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. While your Shadowstep Aura is active, you gain the following benefits:

1. Aura of Elusiveness: Your movements become elusive and unpredictable. While your Shadowstep Aura is active, you have advantage on all Dexterity (Acrobatics) and Dexterity (Sleight of Hand) checks.

2. Aura of Nimbleness: Your agility is enhanced, and your movement speed increases by 10 feet. Additionally, when you successfully move without provoking opportunity attacks, you can add your sneak attack damage to one of your attacks during that movement.

3. Aura of Precise Strikes: Your attacks become calculated and precise. While your Shadowstep Aura is active, you gain an additional sneak attack damage die. The number of sneak attack damage dice increases to 2 at 5th level, 3 at 9th level, 4 at 13th level and 5 at 17th level. This additional damage applies when you meet the normal conditions for Sneak Attack.

4. Aura of Disappearing Act: While your Shadowstep Aura is active, you can use your bonus action to take the Hide action, even if you have already taken the Hide action on the same turn. For each time you attempt to hide after the first, the DC of the creature's passive Wisdom (Perception) check that reveals you is increased by 5.

Shadow Dance (6th-level Feature):[edit]

At 6th level, your Shadowstep Aura allows you to perform a Shadow Dance. While your Shadowstep Aura is active, you can use this feature three times, replenishing all uses when you finish a short or long rest. As part of the Shadow Dance, you can move up to your movement speed without provoking opportunity attacks. Additionally, after moving past a creature during your Shadow Dance, you can choose one creature you moved past. If you hit that creature with an attack on the same turn, you can add your sneak attack damage to the attack's damage roll.

Improved Shadowstep Aura (10th-level Feature):[edit]

At 10th level, your Shadowstep Aura becomes even more potent. The duration of your Shadowstep Aura increases to 10 minutes, and you can now use a bonus action to extend its duration by an additional minute, up to a maximum of 1 hour. Additionally, while your Shadowstep Aura is active, you gain expertise in two skills of your choice from the following list: Stealth, Investigation, Perception, or Deception.

Mastery of Shadows (15th-level Feature):[edit]

At 15th level, your mastery of the Shadowstep Aura reaches its pinnacle. While your Shadowstep Aura is active, you gain the following additional benefits:

1. Aura of Swift Reactions: Your reflexes become lightning-fast. While your Shadowstep Aura is active, you can take two reactions during each round instead of only one. These additional reactions can be used as normal reactions until the Shadowstep Aura ends.

2. Aura of Sneakmaster: Your mastery of stealth allows you to remain hidden even in difficult situations. While your Shadowstep Aura is active, you can attempt to hide even when you are lightly obscured, heavily obscured, or only have partial cover. Additionally, you can use your bonus action to make a Dexterity (Stealth) check to hide even if you are observed by creatures that you already failed to hide from.

Shadow Mastery (18th-level Feature): At 18th level, you achieve unparalleled control over your Shadowstep Aura. While your Shadowstep Aura is active, you can use an action to enter a state of Shadow Mastery. During this state, your movement speed is doubled, and you can move through other creatures and objects as if they were difficult terrain. Additionally, while Shadow Mastery is active, unless you will it otherwise, you are completely imperceptible to other creatures regardless of what you do to them. The Shadow Mastery state lasts for 1 minute. You can use this feature up to 3 times, and you regain all uses of this feature upon finishing a long rest.

Monk[edit]

Monk - Ki-Forged Aura (3rd-level Feature):[edit]

At 3rd level, you channel your ki energy, surrounding yourself with a potent Ki-Forged Aura. As a bonus action on your turn, you can activate your Ki-Forged Aura, which lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest. While your Ki-Forged Aura is active, you gain the following benefits:

1. Aura of Precision: Your strikes become precise and deadly. While your Ki-Forged Aura is active, you gain a bonus to attack rolls equal to your proficiency bonus.

2. Aura of Agility: Your agility and speed increase dramatically. While your Ki-Forged Aura is active, your movement speed increases by 15 feet.

3. Aura of Elemental Strikes: Your attacks become imbued with elemental energy. While your Ki-Forged Aura is active, you can choose to deal additional damage of one of the following damage types: fire, cold, lightning, acid, or thunder. When you hit with a melee weapon attack, you can expend 1 ki point to deal an additional 2d6 damage of the chosen type.

4. Aura of Evasion: Your reflexes become lightning-fast. While your Ki-Forged Aura is active, when you make a Dexterity saving throw, you can use your reaction to take no damage on a success, half damage on a failure. If you have the Evasion Class feature, you instead take no damage even when you fail with this feature, and this works on all dexterity saving throws that make you take damage, not just those that give you a saving throw to half the damage you take.

Elemental Burst (6th-level Feature):[edit]

At 6th level, your Ki-Forged Aura allows you to unleash an Elemental Burst. While your Ki-Forged Aura is active, you can use an elemental burst as part of the attack action, making a special melee attack with your unarmed strike or monk weapon. On a hit, you deal an additional 4d10 damage of the chosen elemental type from your Aura of Elemental Strikes. The chosen type must be the same for both the Elemental Burst and the Aura of Elemental Strikes.

Improved Ki-Forged Aura (10th-level Feature):[edit]

At 10th level, your Ki-Forged Aura becomes even more potent. The duration of your Ki-Forged Aura increases to 10 minutes, and you can now use a bonus action to extend its duration by an additional minute, up to a maximum of 1 hour. Additionally, while your Ki-Forged Aura is active, you gain proficiency in two skills of your choice from the following list: Acrobatics, Athletics, Insight, Perception, or Stealth.

Mastery of Ki (15th-level Feature):[edit]

At 15th level, your mastery of the Ki-Forged Aura reaches its pinnacle. While your Ki-Forged Aura is active, you gain the following additional benefits:

1. Aura of Unyielding Focus: Your mind becomes honed in battle. While your Ki-Forged Aura is active, you have advantage on all Wisdom saving throws.

2. Aura of Elemental Mastery: Your control over elemental energy grows stronger. While your Ki-Forged Aura is active, you can change the damage type of your Elemental Burst between fire, cold, lightning, acid, or thunder when you use it.

Ki-Forged Ascendance (18th-level Feature):[edit]

At 18th level, you ascend to the pinnacle of ki-fueled might. While your Ki-Forged Aura is active, you can use an action to enter a state of Ki-Forged Ascendance. During this state, your unarmed strikes and monk weapon attacks deal an additional 4d10 damage of the chosen elemental type from your Aura of Elemental Strikes. The chosen type must be the same for both Ki-Forged Ascendance and the Aura of Elemental Strikes. Additionally, while in this state, you gain resistance to the chosen elemental type. The Ki-Forged Ascendance state lasts for 1 minute. You can use this feature up to 3 times, and you regain all uses of this feature upon finishing a long rest.

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