Augur (5e Class)
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Invited to a general's manse, a lone elf marches through a windswept plain beleaguered by the current storm. The figure happened to notice signs of a great storm days ahead and had thus prepared adequately for it. Upon arriving at the general's abode, the elf immediately deduced they were being called upon to assess the result of a newly contrived battle strategy. When the elf was shown the plans, they took a single glance and concluded that the plan would utterly fail when put into action. In a fit of defiance, the general challenged the elf to devise a better battle plan, and the elf accepted. Quickly consulting the surrounding phenomena, the elf set to work and was finished within minutes. When the general looked over the plans, he was shocked to discover the elf had planned every detail of the operation down to the second. Even more surprising, the elf made use of knowledge and behavioral patterns that would be impossible to know unless they had somehow seen the event beforehand. Before the general got to question the elf, the robed figure had already left under the cover of the storm certain that their plan would result in overwhelming victory. And when the general put the plan into action, not a single one of his men died, while the enemy reluctantly surrendered in sheer defeat. Thus, the augur's vision came to fruition.
Augurs are individuals that have decided to further their pursuits in foresight and divination through the examination of natural phenomena. By observing omens, augurs are able to effectively conclude the future and its many effects, often before any tangible effect even occurs. Of course, augurs are not always correct in their predictions, but are very rarely wrong. In order to protect themselves from the presence of negative omens and other enemies who wish harm upon them, augurs have invented certain rites to augment their abilities. While being considered rituals by those outside of augur circles, rites are sacred & safeguarded secrets only spoken about in hushed whispers by those who know how to perform them. Each rite has a different ceremony to perform, and each contrives a different augmentation than one another.
Augurs who continue down the path of augury eventually gain access to more powerful magic and rites. By specializing in an Observance, augurs dedicate themselves to a greater force. While many gain an inflated ego, augurs are typically dedicated to a certain law or tradition to keep their conceit in check. As a general rule, augurs are typically requested by those in high authority due to their ability to see the future. While many travel the solitary life, it isn't unheard of an augur traveling with a band of fellow adventurers in order to further explore the world ever-ready for the pressing dangers of the world.
Creating an Augur
Augurs are people of tradition and of continuing observation. While each day brings about new curiosities, why did you become an augur in the first place? Was it to foresee the future to attain forbidden knowledge? Was it to make a fortune off of reading fortunes? Perhaps it was to better devote yourself to a force or deity? Regardless, why do you continue to search for omens and manipulate fate? Has becoming an adventurer motivated your quest of foresight? Are you nervous or confident in your ability to predict the future? Is there a specific Observance you would like to conform to, and why?
- Quick Build
You can make an augur quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Constitution. Second, choose the Sage background. Third, choose the leather armor, a quarterstaff for the simple weapon and a shield, the druidic focus, and the explorer's pack.
As a Augur you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Augur level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Augur level after 1st
Armor: Light armor, medium armor, shield
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling Arcana, History, Insight, Investigation, Nature, Perception, Persuasion, Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) any two simple weapons or (b) a simple weapon and a shield
- (a) a druidic focus or (b) a holy symbol
- (a) a explorer's pack or (b) a priest's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Rites Known||—Spell Slots per Spell Level—|
|1st||+2||Channel Omen, Augural Rites||1||—||—||—||—||—|
|2nd||+2||Augur Observance, Spellcasting||1||2||—||—||—||—|
|4th||+2||Ability Score Improvement||2||3||—||—||—||—|
|6th||+3||Augur Observance Feature||3||4||2||—||—||—|
|7th||+3||Foretoken of Survival||3||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||—||—||—|
|10th||+4||Augur Observance Feature||4||4||3||2||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||—||—|
|14th||+5||Visions of Distant Times||5||4||3||3||1||—|
|15th||+5||Spurn Ill Winds||5||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||4||3||3||2||—|
|18th||+6||Augur Observance Feature||6||4||3||3||3||1|
|19th||+6||Ability Score Improvement||6||4||3||3||3||2|
|20th||+6||Liaison of Fate||6||4||3||3||3||2|
Beginning at 1st level, you gain the ability to interpret the powers of various omens you encounter. Each time you complete a short or long rest, you may choose to roll a d12 and obtain the effects of the roll as listed below. You may confer the effects of the roll to you, or a willing ally within 60 ft of you during the short or long rest. The receiver of the effects must be decided before the roll is made. You may only do this once per short or long rest. Each omen's effects can only be triggered once per use of this feature unless otherwise stated.
Omen of the Crow - When you roll a 1, you observe a dark sigil flying overhead. On the omen recipient's next ability check, they must subtract a number to their roll equal to your Wisdom modifier (minimum of 1).
Omen of Lightning - When you roll a 2, you spot a distant flash of light. When the omen recipient makes their next attack roll, they may add a bonus to the roll equal to your Wisdom modifier (minimum of 1).
Omen of Wolves - When you roll a 3, you hear a distant howl of wolves. When the omen recipient makes their next damage roll with a melee weapon, they may add your Wisdom modifier to the results of the roll.
Omen of Spices - When you roll a 4, a vague scent of foreign spices fills your nostrils. The omen recipient gains immunity to the poisoned condition until your next short or long rest.
Omen of the Owl - When you roll a 5, you discern the hooting of an owl. Until your next short or long rest, the omen recipient cannot suffer from the effects of surprise.
Omen of Shadows - When you roll a 6, you witness moving shadows dance behind the omen recipient. If the omen recipient enters combat, their speed is reduced by 5 ft during the first two rounds of it while your speed increases by 5 ft during the first two rounds. If you are also the omen recipient, then your speed is instead increased by 5 ft without any reduction. This omen and its effects end automatically once the combat is finished, or if the omen recipient does not enter combat before your next long rest.
Omen of the Star - When you roll a 7, you catch sight of a glinting star. The next time the omen recipient rolls a Wisdom or Charisma saving throw, they may add an additional bonus of 1 to the result.
Omen of The Rain Cloud - When you roll an 8, you view a passing dark cloud in the distance. The omen recipient gains resistance to lightning damage until the end of your next short or long rest.
Omen of Debris - When you roll a 9, a random object around the omen recipient breaks or weakens. When the omen recipient makes their next Strength or Constitution saving throw, they subtract a number equal to your Wisdom modifier (minimum of 1).
Omen of the Fowl - When you roll a 10, you hear the feint noise of a fowl in the distant area. The omen recipient gains immunity to the frightened condition until your next short or long rest.
Omen of the Lights - When you roll an 11, a group of fireflies surround the omen recipient and flicker in varying rhythms. The omen recipient may then cast the spell dancing lights once without needing the verbal, somatic, or material components. The spell also does not need the caster to maintain concentration if cast in this way. This effect ends if you take a short or long rest before the omen recipient casts the spell in this way.
Omen of the Dove - When you roll a 12, you observe a white sigil flying overhead. On the omen recipient's next ability check, they may add a bonus to their roll equal to your Wisdom modifier (minimum of 1).
At 1st level, you gain one augural rite of your choice as you further hone your knowledge of how to predict fate. Your rite options are detailed at the end of the class description. When you gain certain augur levels, you gain additional rites of your choice, as shown in the Rites Known column of the augur table.
Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that level.
If an augural rite has prerequisites, you must meet them to learn it. You can learn the rite at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Beginning at 2nd level, you choose a subclass concerning which entity or force you study to receive divination from: God Diviner, Nature Caller, or Grave Medium, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at levels 6th, 10th, and 18th.
At 2nd level, your chosen Observance and the entity you herald has given you the ability to utilize spells and alter the world itself.
- Spell Slots
The augur table shows how many spell slots you have. To cast one of your augur spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
- Preparing and Casting Spells
You prepare the list of augur spells that are available for you to cast, choosing from the augur spell list. When you do so, choose a number of augur spells equal to your Wisdom modifier + half your augur level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of augur spells requires time spent in prayer or meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your augur spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an augur spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast an augur spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a druidic focus or a holy symbol as a spellcasting focus for your augur spells.
At 3rd level, you've become familiar with the casting of ritual spells. Any spell you cast as a ritual takes half as long to perform. In addition, you may cast protection from evil and good and sanctuary as ritual spells as if they had the ritual tag.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you gain partial control over affecting the fates of others. As an action, you may choose to brand another creature that you can see within 10 ft. Once selected, that creature takes an additional damage die the next time they're hit by any attack. If the attack deals multiple types of damage, only one damage type (of the attacker's choice) gains this benefit. You may use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature upon finishing a long rest. If the branded creature isn't damaged from an attack by the beginning of your next turn, the brand disappears and the creature is no longer affected by its effects.
Foretoken of Survival
At 7th level, your study of omens has allowed you to partially view into the future to avoid peril. As a reaction to taking damage from an attack that doesn't deal poison or psychic damage, you may instead take half that amount of damage. This damage cannot be the result of a critical hit, and you cannot be unconscious when using this feature. Once you use this feature, you must complete a long rest to use it again.
Starting at 11th level, your skills in augury have led you to utilize the power of beneficial omens that others often miss. Whenever you complete a long rest, you may choose any 1 Intelligence or Wisdom skill that you are not proficient in. For each skill check made using the chosen skill, you may add your Wisdom modifier (minimum of 1) to the roll. This bonus lasts until the next time you complete a long rest. Upon completing a long rest, you may choose to keep the chosen skill, or exchange it for another to get the bonus. Only 1 skill may have the applied bonus at any given time.
Visions of Distant Times
At 14th level, you gain the ability to see glimpses of the future in order to impact events which haven't occurred yet. Before you roll for an ability check, you may choose to roll twice, taking either result. You may use this feature once and regain the expended use after you finish a long rest.
Spurn Ill Winds
Starting at 15th level, your foresight reaches into the material world and begins to protect you from harm. As an action, you can end any effect on yourself that is causing you to be blinded or deafened.
Liaison of Fate
Beginning at 20th level, you achieve the ability to control fate itself, oftentimes averting destiny. Any time you roll a 1 or 2 on an attack roll or ability check, you may choose to reroll the die. You must use the new roll, regardless of its result. If you use this feature after using your Visions of Distant Times feature, you must still use the newly rolled number, regardless of whatever you rolled using Visions of Distant Times.
God Diviners are augurs who have decided to swear fealty to a supreme entity to better depict omenic occurrences. Quite a few God Diviners become well-respected members of various churches due to their observances with some even becoming heralded as prophets of their respected deity. Much like other venerated clerics or paladins, these augurs receive their spells via the connection and attunement to their chosen deity; many being capable of foreseeing the future to mete out divine justice.
- Awakened Eyes
Beginning at 2nd level, your selected deity has opened your eyes to see beyond the veil of basic life. You can see any invisible entity or object within a range of 10 ft of you as if under the effects of see invisibility. At 10th level, this range increases to 20 ft, and increases once more to 30 ft at 18th level
- Supreme Might
At 6th level, the power of your deity begins to swell throughout your body. When you roll for a saving throw, you may opt to not roll. If you do so, the score you "rolled" is equal to 10. You may use this feature once, and gain an additional use of this feature at 20th level. All expended uses of this feature are restored after completing a long rest.
- Holy Vision
At 10th level, the universe continues to simplify via your understanding of your deity's power and foretellings. You gain tremorsense to a range of 10 ft and blindsight to a range of 10 ft. Both of these ranges increase by a further 5 ft at 18th level.
- Prophet of the Ancients
At 18th level, your precognition of your deity's actions has labeled you as a prophet to their work. Whenever you make a Religion check concerning the knowledge of your deity, or of an event your deity witnessed, you may choose to automatically succeed and view the desired piece of knowledge from the perspective of your deity. Your deity can refuse the use of this feature, in which case you must roll as normal.
Looking towards the primal force of the wild, Nature Callers familiarize themselves with the various omens that populate the natural world. Similarly to druids, Nature Callers derive their magical power from the might of the earth to predict future calamities. Oftentimes spending long weeks in barren wilderness, these types of augurs aren't afraid of utilizing the power of foresight to manipulate the present for ally and self alike.
- Beast Master
Beginning at 2nd level, your knowledge of various bestial traits and patterns gives you advantage over basic animals. You may cast speak with animals at will and have advantage on any Charisma check you make against a beast.
At 2nd level, you have advantage on any Nature checks you make whilst on land that is uninhabited within a 1 mile radius of you.
- Forewarning of Toxins
Beginning at 6th level, you begin to predict the presence of poisons and other afflictions brought about by the world. You have the effects of detect poison and disease on you at all times and cannot have this effect dispelled in any way. In addition, this effect can surpass any barrier that might impede the regular version of detect poison and disease.
- Foretller of Disaster
At 10th level, your observance has allowed you to foretell the presence of natural disasters before they even happen. One week before a natural earthquake, tsunami, tornado, eruption, or flood happens within 5 miles of you, you immediately learn of its occurrence. If you enter into the 5 mile radius before the natural disaster happens, you also immediately learn of its occurrence. Your knowledge of this disaster include where the event happens, when it happens, and how (if any reason) it happens.
- Earthly Resistance
Also at 10th level, you attain a resistance to one of nature's assailants. You gain a resistance to either cold, fire, lightning, poison, or thunder damage. The spell elemental bane cannot remove your resistance to your selected damage type.
- Nature's Chosen
Starting at 18th level, your attunement to nature has born great fruit. As an action, you can invoke upon the power of nature and augment your powers. While augmented, your chosen Earthly Resistance damage type becomes an immunity of the same damage type. Additionally, you cannot suffer from the poisoned condition while in this form. Furthermore, any plant or beast within 30 ft of you when in your augmented form becomes awakened as if under the effects of the awaken spell. You may only awaken a maximum of 10 creatures in this way each time you use this feature. Your augmented form lasts for 1 minute and cannot be used again until you complete a long rest.
While many augurs turn to supreme forces to guide their visions of the future, Grave Mediums look to the presence of death to guide their hands. Oftentimes, Grave Mediums examine the man-made omens that they surreptitiously guard from public knowledge so that their secrets of omen-telling can be preserved. Nonetheless, these augurs aren't scared to bring about more death to fuel their foresight.
- Defense Against Throes
Beginning at 2nd level, you gain a grim anticipation of nearby attacks from dangerous foes. Any melee attack roll made by a fiend, primordial, or undead has disadvantage against you so long as you have less HP than them.
- Grim Fuel
At 2nd level, the vitality of others help fuel your visions of omens. When you kill a hostile creature of CR 2 or higher, you may immediately roll on your Channel Omen list adopting the result's effects. You must be the omen recipient of the omen.
- Wisdom from Those Departed
Starting at 6th level, you can call upon the souls of the dead to aid you in your practices. When you roll for a skill check, you can choose to give yourself advantage on the roll as you summon a spirit from the beyond to impart otherworldly knowledge to you. The spirit only can be seen by you, and immediately disappears after you roll. You may use this feature once and gain an additional use of this feature at 18th level. All expended uses of this feature become available again after completing a long rest.
- Conversationalist of the Deceased
Beginning at 10th level, you may cast speak with dead at will without requiring any material components. If you cast the spell in this way, the corpse you speak to can learn new information and speculate about future events as you briefly conjure a copy of the creature's soul and insert it into their corpse. After this spell ends, all information the corpse learned is forgotten.
- Forceful Omen
Also at 10th level, when using Channel Omen, the selected omen recipient may be chosen regardless of whether the creature consents or not to it.
- Death Knell
At 18th level, your foresight in analyzing death has led you to catalyze the demise of others. As an action, when a creature has 20 HP or less, you can choose to make it instantly die. If a creature is killed in this way, you gain a number of temporary HP equal to half the amount of HP the creature had before you killed it rounded down.
- Rite of Anti-Materialism
For any spell requiring material components of 20 gold pieces or less, you may instead cast the spell without requiring those components. For any spell containing material components of more than 20 gold pieces of value, you may instead halve the value required to complete the spell.
- Rite of Diabolus
Your foresight has attracted the attention of some unsavory customers. You can make any Performance or Persuasion check against a fiend with advantage so long as you do not have disadvantage on the roll.
- Rite of Dialia
Upon taking this rite, you can hold your breath for an indefinite amount of time and can also breath underwater.
- Rite of Haruspex
Whenever you encounter a corpse of a creature, you may examine its remains in order to gain insight about its demise. When you examine the corpse, you immediately learn how the creature died, what creature type (if any) killed the examined creature, the approximate time in days when the creature died, and if the creature is under the effects of the feign death spell.
- Rite of Greater Detection
Prerequisite: 6th level, Nature Caller subclass
Your senses of detecting the presences of natural poisons extend to detecting the presence of foreign worldly invaders. You have the effects of detect evil and good on you at all times. In addition, this effect can surpass any barrier that might impede the regular version of detect evil and good.
- Rite of Natare
You gain a swimming speed equal to your walking speed and can breathe underwater.
- Rite of Opposuitque
Prerequisite: 2nd level
When you cast shield of faith, the bonus to AC you grant increases by 2 so long as you are within 20 ft of the creature you cast the spell upon.
- Rite of Pontifex
Your knowledge of future events can terrify even the mightiest of foes. Whenever you roll to make an Intimidation check against a humanoid, fiend, or aberration, if you roll lower than 9, you may treat the roll as having rolled a 9. You cannot have disadvantage on this roll to apply this rite's effect.
- Rite of Repudiare
Whenever you roll to determine the effects of an omen, you may add or subtract 1 to the result to change the omen's effects. This may be done before or after you roll the die.
- Rite of Salutis
Prerequisite: 17th level
Whenever you cast commune, you can ask up to 5 questions instead of 3, and there is no cumulative penalty to casting this spell multiple times without taking a long rest between casting times.
- Rite of Spernere
Prerequisite: 15th level
Whenever you use Spurn Ill Winds, you may instead remove any effect causing you to be frightened, or remove one level of exhaustion.
- Rite of Tempestas
You may use your Channel Omen feature twice each short or long rest instead of once.
- Rite of the Antica Sanctum
You gain advantage on any Perception or Investigation check you make to notice or locate an object you've seen at least once before in-person.
- Rite of the Cursebreaker
Prerequisite: 17th level
Suffusing yourself with abjuration magic created by various omenic occurrences, you emanate a protective shield to prevent curses. Upon choosing this rite, you are under the effects of the remove curse spell at all times and nullify any spells cast upon you that fail upon casting the remove curse spell. In addition, any object you touch also acts as if the remove curse spell was cast upon it. These effects cannot be dispelled in any way besides the wish spell.
- Rite of the Dextera Sanctum
You gain proficiency in wearing one type of heavy armor of your choice as you try to better protect yourself against negative omens.
- Rite of the Postica Sanctum
When you make a damage roll for a spell you cast, you can instead choose to deal a number of damage equal to your Wisdom modifier multiplied by the number of damage dice the spell would normally inflict.
- Rite of the Sinistra Sanctum
You may add an additional bonus of 1 when determining your spell save DC for any spell you cast from this class.
- Rite of Vitia
When another creature succeeds against a saving throw from a spell you cast, you may cause the creature to reroll the saving throw. If you do so, you must first roll against your own spell save DC. If you fail the DC, then the creature automatically succeeds their saving throw. If you succeed the DC, the creature then must then reroll their own saving throw sustaining all effects from their second roll. You may use this feature once and gain additional uses of this rite at 10th and 18th level. All uses of this rite become available again after completing a long rest.
- Substitution of Lupercalia
Upon taking this rite, you may replace any of the below omens and their effects with their corresponding omens granted to you by Channel Omen.
Omen of the Moon - When you roll a 3, you momentarily focus on an image or thought of the moon. The next time the omen recipient takes damage, the damage is reduced by a number equal to your level in this class.
Omen of the Shepherd - When you roll a 7, a distant bleat fills your ears. The next time you and the omen recipient enter combat together, the omen recipient can choose not to roll for initiative. If they do so, their initiative takes place immediately after your turn regardless of what any other creatures rolled. If you are the omen recipient, you may select another creature (ally or enemy) that's within 10 ft of you when beginning combat to receive this effect. In addition, the affected creature cannot be affected by slow during this combat unless you're unconscious. This omen's effects end immediately once you complete a long rest.
Omen of Sacrifice - When you roll a 10, you notice a harmless cut or blemish appear on your body that instantly fades. As an action, you may touch the omen recipient when they become unconscious during combat to swap HP with them. If the omen recipient made any death saving throws, you also retain those same rolls when swapping HP. If you are the omen recipient, then a willing ally may also use an action to swap HP with you when you become unconscious, retaining any death saving throws you've rolled. They must be touching you in order to swap HP in such a way. When swapping HP, a creature cannot exceed its maximum HP. If a creature swaps an HP value which is higher than the unconscious creature's maximum HP, the unconscious creature instead heals by an amount equal to their maximum HP.
Augur Spell List
Augurs can choose spells from a variety of options, often choosing spells that correlate to the omens they observe.
Beast bond, bless, comprehend languages, cure wounds, detect evil and good, detect magic, detect poison and disease, find familiar, floating disk, gift of alacrity, heroism, inflict wounds, protection from evil and good, sanctuary, shield, shield of faith, speak with animals, unseen servant.
animal messenger, arcanist's magic aura, augury, blur, darkvision, find traps, invisibility, lesser restoration, locate animals or plants, locate object, see invisibility, silence, skywrite, spiritual weapon, summon beast, warding bond, zone of truth
beacon of hope, blink, call lightning, clairvoyance, dispel magic, elemental weapon, feign death, glyph of warding, haste, lightning bolt, magic circle, nondetection, protection from energy, remove curse, slow, tongues, water walk, wind wall
arcane eye, charm monster, compulsion, death ward, dimension door, divination, freedom of movement, Galder's speedy courier, greater invisibility, hallucinatory terrain, locate creature, private sanctum, resilient sphere, secret chest
awaken, commune, commune with nature, contact other plane, contagion, dispel evil and good, dream, greater restoration, hallow, legend lore, mass cure wounds, reincarnate, scrying, seeming, teleportation circle
Prerequisites. To qualify for multiclassing into the augur class, you must meet these prerequisites: 13 Wisdom
Proficiencies. When you multiclass into the augur class, you gain the following proficiencies: light armor, medium armor, shields, and simple weapons.
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