Aubade (5e Class)

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Aubade[edit]

Sketch of the class from the series Made In Abyss

A robotic being who appears to be a little boy. His actual age, origins, and even name are unknown because he cannot recall anything about his life. Having a seemingly artificial body, Aubades might be the only being completely immune to the Curse of the Abyss. Because of this, they are sometimes referred to as "The Treasure of the Deep."

Creating a Aubade[edit]


Quick Build

You can make a aubade quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Aubade you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armour, Medium Armour
Weapons: Simple Weapons, Whip, Short Sword, fists, dagger
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Investigation, Perception, Acrobatics, Athletics

Equipment

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

Table: The Aubade

Level Proficiency
Bonus
Features
1st +2 Innate Abilities
2nd +2 Burning Hands
3rd +2 Radiant Sun Bolt
4th +2 Ability Score Improvement
5th +3 White Whistle Delver Form
6th +3 Searing Arc Strike
7th +3 Extendable Arm Trap
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Searing Sunburst
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6 Abyss Shield
18th +6
19th +6 Ability Score Improvement
20th +6

Innate Abilities[edit]

Incinerator[edit]

Reg beam.png

Casting Time: 1 action, 1 turn to charge up. (FORCES long rest)

Range: Self (30-foot cone)

Components: S

Duration: 10 seconds

Once per long rest, you can use a powerful blast that does 3D10 fire damage at the expense of your next turn. The enemy has the opportunity to make a Dexterity saving throw, and if they succeed, only take half damage.

The beam ignites any flammable objects in the area that aren’t being worn or carried.

Every time you level up. Add an additional 1d12 to the damage. DC = 8 + your proficiency bonus + Strength modifier.

Extendable Arm[edit]

Extendable arm.png

You can grapple towards secure objects and creatures with higher Strength than you, or grapple creatures with lower Strength than you, or light objects towards you. Allows grapple checks to be made on creatures within range. For non living targets, it is a Sleight of Hand check with DC dependent on the DM’s discretion.

Both arms can be used simultaneously (doubling its maximum Range) to become like a tight rope which teammates can climb across or up.

It can also be used as a sensory perimeter by having his arms wrap around nearby objects and weave a web like perimeter with the arms that when touched will immediately alert the player even when asleep. The perimeter has radius of 10 feet, or 20 feet in only one direction. If the creature trying to get past the perimeter is intelligent, they can roll Acrobatics to sneak through the arms with a DC equal to 8 + your Dexterity modifier + your proficiency bonus.

If the player is properly braced on a sturdy surface, they can use both arms to restrain a target up to two size categories larger. The creature must make a Dexterity saving throw with a DC of 8 + your Strength modifier + proficiency bonus or be restrained. The creature can make a Strength or Dexterity check against the player’s Strength check to break free. The player is unable to do anything else until the ability is undone.

Range for linear usage: 1 arm range: 65 feet, 2 arm range: 130 feet. In combat grappling an enemy has range of 15 feet, and disadvantage past 55 feet. Player can shift his aim mid-air by 45 degrees, or 90 degrees with disadvantage. DC is determined by the difficulty of the task as determined by the DM.

Burning Hands[edit]

burning hands Burning hands in action


Radiant Sun Bolt[edit]

Small beam.png

1st-level attack

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

This special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a 4d4. This die changes as you gain Aubade levels.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 fuel point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

White Whistle Delver Form[edit]

White form.gif

Transformation

Casting Time: 1 bonus action

Components: M (REQUIRES WHISTLE)

Duration: Instantaneous

An activation resulting in them emitting a white glow with enhanced speed, thereby increasing their ability to dodge more, attack faster, move longer distances and react faster.

Grants double movement speed, +2 AC, advantage on saving throws, advantage on melee attacks.

After 3 turns, you return to your normal state. Cannot use White Whistle Delver Form more than once per fight.

Searing Arc Strike[edit]

Reg Fire punch.png

1st-level attack

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Instantaneous

Channel your fuel into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 fuel points to cast the Burning Hands as a bonus action.

You can spend additional fuel points to cast Burning Hands as a higher level attack. Each additional fuel point you spend increases the attack's level by 1. The maximum number of fuel points (2 plus any additional points) that you can spend on the attack equals half your Aubad level.

The hit die is 4d8, and for each additional fuel point, add another 1d8. Deals fire slashing damage.

Extendable Arm Trap[edit]

Arm trap.jpg

Passive ability

Trap that entangles any creature that moves within a 20 meter diameter from your location while resting.

A secure way to rest without getting caught off -guard.

Can have up to 5 people (including you), inside the safe zone.

Searing Sunburst[edit]

At 11th level,

Abyss Shield[edit]

At 17th level,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the aubade class, you must meet these prerequisites:

Proficiencies. When you multiclass into the aubade class, you gain the following proficiencies:

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