Aura Warrior (5e Class)

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NOTE: THIS CLASS IS AWFULLY BALANCED. I AM REWORKING IT NOW.

Aura Warrior[edit]

Aura Warriors have existed long before written history was a thing. Legends have it that the first Lucario (the majority of aura warriors) was made due to an extremely high concentration of aura somewhere around the Sinnoh mountains, and that's why they tend to live around that spot. Other races can still be an aura warrior, but it takes even more intense focus and training than the natural-born aura users that Lucario are.

Intro to the Aura Warrior[edit]

You run on respect, trust, and honor. Justice is your calling, and you aren't afraid to lay down your life to save lives.

Aura warriors rely on their aura to do most of their work, so they don't usually specialize in weapons. Their power comes from the aura force, connected to the users' emotions and ideals. They want the greater good.

As an aura warrior, you can just imagine someone took a monk and made it a sorcerer, and added a barbarian into the mix. To use your aura, you don't use spell casting, but you use Aura Points (AP). To gain unique moves and abilities, you just simply level up.

Creating an Aura Warrior[edit]

Quick Build

First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, use simple weapons, such as Daggers, Crossbows, ect.

Class Features

As a Aura Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: You are proficient in one set of Artisan’s tools of your choosing.
Saving Throws: Dexterity, and Charisma
Skills: Choose 2 from Acrobatics, History, Insight, Religion and Stealth.

Equipment

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

  • (a) 2 daggers or (b) a handaxe
  • (a) a light crossbow and quiver with 20 bolts or (b) a shortbow and quiver with 20 arrows
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have the same starting wealth as a monk in funds.

Table: The Aura Warrior

Level Proficiency
Bonus
Features Aura Points (AP)
1st +2 Unarmored Defense, Aura Points 10
2nd +2 Extreme Speed, Aura Sphere, Force Palm, Bone Rush 14
3rd +2 Recover 18
4th +2 Ability Score Improvement, Aura Rage 21
5th +3 Swords Dance 25
6th +3 Detect Auras, 28
7th +3 Z-Moves 32
8th +3 Ability Score Improvement 35
9th +4 Mega Evolution, Close Combat 39
10th +4 42
11th +4 Aura Blast 46
12th +4 Ability Score Improvement 49
13th +5 Aura Infusion 53
14th +5 56
15th +5 59
16th +5 Ability Score Improvement 63
17th +6 67
18th +6 Aura Immersion, Aura Trap 71
19th +6 Ability Score Improvement 76
20th +6 Aura Master 80

Ability Score Increase[edit]

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.

Unarmored Defense[edit]

When you are not wearing armor and are not using a shield, your AC is 10 + your Dexterity modifier + your Charisma modifier.

Aura Proficiency[edit]

You are proficient in aura-related abilities and attacks. This bonus does not apply to items created with Aura Infusion.

Aura Points[edit]

You have aura points which can be used to perform certain abilities. The amount of aura points you have is listed in your class table. You start with 2 features that you can spend aura points on.

Telekinesis[edit]

As an action, you can expend aura points to lift, move, or push objects. Spending a single AP moves a large or smaller object 10 feet. You can spend extra AP to increase the movement by 10 feet, spending up to 10 aura points. If you attempt to use this on a creature, they must succeed a Constitution saving throw of 8 + Charisma + Proficiency Bonus to escape. This check gets performed every 6 seconds (one round). You can spend up to an extra 5 AP to increase the saving throw by one for each extra point spent.

You can also spend 3 aura points to destroy a non magical object. You must first spend at least 3 AP to use this action, then succeed a Charisma check based on the size. You can spend up to 3 extra AP to lower the DC by one for each extra point spent.

Size DC
Tiny 5
Small 10
Medium 14
Large 18
Short Rest AP recovery[edit]

When you take a short rest, you regain a number of aura points equal to you Charisma modifier + 3 (minimum 3).

You recover all your aura points when you take a long rest.

Extreme Speed[edit]

Starting at Lvl 2, you can use Extreme Speed as a bonus action. You must complete a long rest before you can use this feature again.

Once used, you gain a series of buffs shown in the table below.

Level Movement Gained Actions Gained AC Gained Time
2 +20 Move Speed, +20 Jump Height +0 +1 1 Minute
3 +20 Move Speed, +20 Jump Height +0 +1 10 Minutes
6 +20 Move Speed, +20 Jump Height +1 +1 10 Minutes
9 +40 Move Speed, +30 Jump Height +1 +2 10 Minutes
12 +40 Move Speed, +30 Jump Height +1 +2 10 Minutes
15 +60 Move Speed, +40 Jump Height +1 +2 10 Minutes
Aura Sphere[edit]

Starting at level 2, you can use Aura Sphere as an action, after you spend 4 AP. You create a sphere, about 2 feet in diameter of pure aura. It will seek out its target using their aura signatures. It has a 6 second (1 round) cooldown before you can use it again.

Aura Sphere has a Dexterity saving throw of 8 + Proficiency Modifier + Cha. if passed, the damage is halved. (round down). If the target is holding a magic shield and they succeed the saving throw, they take no damage. This can be used with Detect Auras. So if you can see them, even just their aura, they are within your line of sight. But the Aura Sphere has to be physically able to reach them to land.


Level Damage
2 2d6 + Charisma Bludgeoning (Line of Sight at 90 Feet)
6 3d6 + Charisma Bludgeoning
9 4d6 + Charisma Bludgeoning (Line of Sight at 120 Feet)
12 6d6 + Charisma Bludgeoning
15 7d6 + Charisma Bludgeoning
18 8d6 + Charisma Bludgeoning
Force Palm[edit]

Starting at Lvl 2, you can use Force Palm as an action, after you spend 6 AP. It has a range of 5 feet.

-Force Palm has a 6 seccond (one turn) cooldown before you can use it again.

As you place your palm on your opponent, you release a Massive blast of Aura, doing some serious damage, as shown in the table below.

Level Damage
2 2D8 + Charisma Force
6 3D8 + Charisma Force. Creatures within a 10 foot cone now take 3d4 damage but are not subject to the saving throw.
9 4d8 + Charisma Force
12 6d8 + Charisma Force. Creatures within a 5 foot cone now take 4d4 damage but are not subject to the saving throw
15 7d8 + Charisma Force
18 8d8 + Charisma Force
Bone Rush[edit]

starting at Lvl 2, you can use Bone Rush as an action, after you spend 6 AP. You conjure a Turquoise, Glowing Bone made of Pure Aura. It has a range of 5 feet.


Bone Rush has a cool-down of 6 seconds (1 round)

You preform 3 AC checks on the target, adding your Dexterity and Proficiency bonus to your roll. For each hit, it deals the damage shown in the chart below.

Level Damage
2 3d4 + Dexterity Bludgeoning Per Hit
9 4d4 + Dexterity Bludgeoning Per Hit
VERSATILE
Extended Conjure

You can decide to not un-conjure Bone Rush, as the cost of 8 AP per round its kept out. But, while Conjured, you cannot use any other abilities that require Aura, with the exception of Mega Evolution, Extreme Speed, and Bone Rush.

You can choose to un-conjure Bone Rush as a Bonus Action.

==

Swords Dance[edit]

Starting at Lvl 5, you can use Sword Dance as an action, after you spend 8 AP. Swords dance has a cool-down of 12 seconds (two turns)

you allow the aura around you to flow Vigorously within you, boosting your attacks and movement for 10 Minutes. You get an extra 1 damage die per attack (if it was a 3D6 attack before its now a 4D6).

Detect Auras[edit]

Starting at Lvl 6, you can use Detect Auras as a bonus action, after you use 2 AP per round active.

When used, you can see the Aura Signatures of any Living being from up to 90 feet away, but this does not mean you can see the creature itself. It's more like being able to see their thumb print, and not their face. Still unique, but harder to tell apart. The general size of the creature(s) is still retained, however.

You can still see the auras of those around you even if you're blind. You can also see people that are invisible via the Invisibility spell. However, you cannot see anyone invisible via the Greater Invisibility spell.

Starting at Lvl 9, you can now determine their alignments by succeeding a Charisma saving throw equal to 11 + the targets Intelligence modifier.

And starting at lvl 13, you use an additional AP to gain Advantage on Insight Checks

Close Combat[edit]

Starting at lvl 9, you can use Close Combat as an action, after you spend 10 AP. You can preform a flurry of attacks that do 6d10 Bludgeoning Damage. It is a DC adding your Dexterity and your Proficiency Bonus.

Level Damage
9 6D10 + Dexterity Bludgeoning
15 7D10 + Dexterity Bludgeoning
18 8D10 + Dexterity Bludgeoning

When used, your AC gets lowered by 3 for 3 rounds. This DOES stack over rounds if used consecutively within the 3 round debuf.

Aura Blast[edit]

Starting at Lvl 11, you can use Aura Blast as an action, after you use 8 AP.

Aura Blast has a 6 second (1 Round) cool-down

You shoot a long-range blast of aura, dealing a lot of damage to any unlucky foes in its path.

Level Damage
11 6d8 + Charisma Radiant
15 7d8 + Charisma Radiant
18 9d8 + Charisma Radiant
Aura Infusion[edit]

Starting at lvl 13, you can choose to spend One hour and 40 AP to create an Aura Infused Item. When using Mega Evolution or Swords Dance, the damage buffs now apply to the Aura Infused item.

If the Infused Weapon was originally Strength based, you can change it to be Charisma based item instead.

You can also see said item via usage of Detect Auras

Aura Trap[edit]

Starting at Lvl 18, after you use 40 AP you gain the ability Aura Trap

You can "Trap" Any living organism, to an Aura Infused object. You may communicate with the trapped organism, assuming they are intelligent enough to do so, even if no common languages are spoken.

After grappling the target for 1 round, they make a Wisdom save of 10 + Charisma. If failed, they are permanently bound inside the object until they are either released, or the Aura Infused item is broken. If they succeed the saving throw, the target takes 3d6 + Charisma damage, and both you and the target aare stunned for one round.


Recover[edit]

Starting at Lvl 3, you can use AP Recovery

Once per long rest, you can recover XD6 + Charisma AP where X is equal to your Proficiency Bonus.



Aura Rage[edit]

Starting at Lvl 4, you gain the ability Aura Rage

When below a certain amount of your Maximum Hit Points, you add damage die to attacks that require the usage of aura (If it did 2d6 before, it now does 3d6).

Level Half One-Fourth One-Eighth Below 10HP
4 +1 Damage Dice
9 +1 Damage Dice +2 Damage Dice
13 +1 Damage Dice +2 Damage Dice +3 Damage Dice
18 +1 Damage Dice +2 Damage Dice +3 Damage Dice +4 Damage Dice

Z-Moves[edit]

Starting at lvl 7, you gain access to Z-Moves.

When used with an attack or ability, the effect of said ability can be changed. You regain this ability after 1 long rest.

Ability Change / Additional effect
Extreme Speed Add an additional 40 feet of Movement speed, and 20 feet to your jump height
Aura Sphere Add 4 Damage die, and all creatures within a 10 foot range take 3d6 Damage.
Force Palm Add 3 Damage die, and if the save throw is failed, the target is now Paralyzed for 1d4 + 1 turns
Bone Rush Bone rush now hits 6 Times instead of 3.
Close Combat Add 3 Damage die, and the target makes a Strength saving throw. If successful, they are knocked back 10 feet. If failed, they are knocked back 15 feet and are prone.
Aura Blast Add 3 Damage die, Aura Blast is now 15 feet wide instead of 5.

Mega Evolution[edit]

Starting at level 9 you can Mega Evolve.

As you let the Aura around you flow throughout your body, and power every fiber of your being, you take on a different form. A Stronger form. A Faster form. A more... Perfect form.

Once per long rest, you can spend an action to Mega Evolve into a more powerful form for one hour. Throughout the duration, you gain a series of buffs as shown in the chart below, and you gain advantage on Charisma and Dexterity checks. This does not apply to saving throws or attack rolls.

Level Added Damage Die AC Boost Movement Additional actions Time
9 +1 +2 +30 Move, +20 Jump 0 Ten Minutes
12 +1 +2 +30 Move, +20 Jump 1 One Hour
15 +2 +2 +40 Move, +30 Jump 1 One Hour
18 +2 +2 +60 Move, +40 Jump 1 One Hour
20 +2 +2 +60 Move, +40 Jump 1 Until you fall Unconscious, or choose to end it.

Aura Immersion[edit]

Starting at level 18, you gain the ability Aura Immersion.

You've done what every aura user strives to do throughout their life. You have become fully immersed in your aura. Aura isn't something you use anymore. It becomes an essential part of you, and you become an essential part of it.

You can no longer die of old age, and you can choose to substitute Strength checks for Charisma checks. This does not apply to Saving Throws or Attack Rolls.


Aura Master[edit]

At level 20, your Charisma and Dexterity both increase by 2, raising their maximum scores to 22.

Multiclassing[edit]

You must have a Charisma value of at least 16, as well as some BS excuse in your backstory on why you can use Aura.

1.00
(one vote)

-


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