Smelting Aura Warrior (5e Class)
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Creating an Smelting Aura Warrior
Smelting Aura Warriors use the energy all around them to create weapons of great power to strike down their foes. They collect this energy into themselves to use later to create destruction upon those who dare face them. A Smelting Aura Warrior is never unarmed.
- Quick Build
You can make an Smelting Aura Warrior quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength.
As a Smelting Aura Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Smelting Aura Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Smelting Aura Warrior level after 1st
Armor: light armor, medium armor
Weapons: simple Weapons, martial Weapons
Saving Throws: Constitution, Strength
Skills: : Choose from 2 from athletics, persuasion,Acrobatics,Intimidation,Insight,and perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) 2 simple weapons
- (a) a Shield or (b) A simple melee weapon
- An explorers pack
- Light leather armor
|3rd||+2||Advancement of the aura||5|
|4th||+2||Ability Score Improvement||6|
|6th||+3||Advancement of the aura feature||8|
|7th||+3||Aura Pool improvement||9|
|8th||+3||Ability Score Improvement||10|
|9th||+4||Advancement of the aura improvement||11|
|10th||+4||Aura Skill: Bonus Weapon||12|
|11th||+4||Smelting Aura Advancement||13|
|12th||+4||Ability Score Improvement||14|
|13th||+5||Advancement of the aura feature||14|
|14th||+5||Aura Skill: Quadruple Strike||15|
|15th||+5||Smelting Aura Mastery||15|
|16th||+5||Ability Score Improvement||16|
|17th||+6||Advancement of the aura feature||17|
|19th||+6||Ability Score Improvement||19|
|20th||+6||Aura Skill: Ultimate Aura Blade||20|
Through your meditation and piecing together the smelting aura you are able to summon weapons to strike your opponents without wielding a sword. In combat you can use the smelting aura to summon weapons in your Aura arsenal to attack enemies, your range with these weapons is 10 feet. You may also wield a summoned weapon and gain your Strength or Dexterity modifier wither it. Using a short rest or long rest while holding a weapon will make the weapon disappear and be added to your arsenal of Smelting Aura Weapons. You can have as many weapons equal to your Constitution modifier. You may remove a weapon from your arsenal during a short rest or a long rest, you can only do one though not both. (bows require ammo)
Your attack modifier with any weapon using the smelting aura is your proficiency bonus + Con modifier.
Your attack modifier while holding a summoned weapon is your proficiency bonus + Con modifier + Dex or Str modifier.
Starting at 2nd level you have gathered the smelting aura around you into a pool of aura points you can use to do special things with your smelting aura. You regain these points after a long rest and half as much on a short rest. You may use any of these skills as an action or bonus action.
Stronger Metal: Strengthening the weapon summoned using 2 Aura points will deal the damage die of the weapon twice for one attack. This can be used with Fast Blade and other aura skills.. (EXAMPLE a 2d6 greatsword will deal 4d6 damage.)
Fast Blade: You may spend 1 aura point to attack with a smelting aura weapon as a bonus action.
Advancement of the Aura
At 3rd level you can pick a path of smelting aura, you can pick the path of the knight or the path of the ranger. These paths will grant you special features at 3rd level and again at 6,9,13 and 17th level.
Ability Score Increase
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 can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Aura Pool improvement
Beginning at 7th level, your Aura pool increases dramatically. Your Aura point pool total increases by (Proficiency Modifier + Constitution Modifier) X 2.
Aura Skill: Bonus Weapon
Beginning at 10th level, you may spend 2 Aura points to add a second Smelting Aura weapon with your attack. This secondary weapon cannot be the same weapon in your arsenal that you just used. You may use this second weapon to strike the same target or another enemy within range.
Smelting Aura Advancement
Beginning at 11th level, you can now add and remove weapons from your arsenal on the fly. This cannot be used during combat.
Aura Skill: Quadruple Strike
Beginning at 14th level, you may spend 4 Aura points to strike a single enemy 4 times with the same weapon.
Smelting Aura Mastery
Beginning at 15th level the number of weapons you can hold in your arsenal is doubled.
Aura Skill: Ultimate Aura Blade
At 20th level you may spend 15 aura points choose a weapon in your Aura Arsenal, that weapon becomes inflamed with an element of your choosing from the choices below. The damage die of that weapon is doubled (2d6 becomes 4d6) and every attack deals max damage possible. This weapon also crits on 18-20. This weapons stays this way for 2 rounds then fades back into the normal blade.
Element choices are Radiant, Fire, Cold, and Necrotic.
Path of the Knight
This path is for the ones who choose to be in the front of combat to look their enemies in the eye as they strike them down with their aura. Smelting Aura Knights can take damage and deal it too. They are trust worthy in combat to allies and will be great aid in combat.
At 3rd level you have learned how to use the smelting aura to form armor around yourself. Meditating with armor will add it to your Smelting Aura arsenal. This armor weighs nothing. You can have as many armor sets equal to your Dexterity Modifier. While wearing armor made of smelting aura your AC becomes Dex + Con = AC.
At 6th level you may now add shields to your aura arsenal and use then for yourself and allies giving them the bonuses of a shield. When an enemy attacks an ally you may spend 1 Aura point or more to summon a shield(s) to block the attack. These shields are stored using the Dex Pool with the armor.
At 9th level when you receive a blow that would bring you down below 0 health points instead go to 1 and enemies all around you are stuck with a your aura itself dealing your Proficiency bonus D10 damage.
Aura Skill Extra Attack: At 13th level when you attack an enemy you may spend 1 aura point to also attack an additional nearby enemy or attack the same enemy again.
Aura Skill Bombardment: Your weapons rain from the sky striking all enemies around you in a 10 foot radius. Beginning at 17th level, you may spend 6 Aura Points to attack all enemies around you with all weapons in your Aura Arsenal. You gain advantage when using this ability. Every enemy is hit with every weapon.
Path of the Ranger
This path is for the ones who choose to fight from a distance and out of danger.
At 3rd level your smelting aura attacks have a range of (5 + 5 X Dexterity modifier)
At 6th level when using bows with your smelting aura they no longer require ammo and you may change the damage die to any element you chose when you long rested. At level 13 you may choose an additional element.
At 9th level when using a bow with your smelting aura you now strike with 2 arrows and spending 1 aura point adds 2 more arrows.
At 13th level when you attack an enemy with a bow you may spend 1 aura point to guide your arrows to an additional enemy within range.
At 17th level you may spend 6 aura points, filling your bow with 10 arrows that can be evenly distributed to any number of enemies or one enemy.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: