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Aura Knight

Aura Of Steel

Upon reaching 3rd level you are able to commune with the weapons you wield. You can prepare three Aura’s of Steel at 3rd level and an additional Aura at 7th, 10th, 15th, and 18th level. When you complete a short or long rest you can swap out one of your prepared Aura’s for another. As a bonus action you can activate an aura and if you were to activate another aura your current aura ends. Your auras have a 10ft radius and they gain an additional 10ft at 10th level and again at 18th level. Your aura lasts for 1 minute and at 18th level they last for 10 minutes. It ends early if you are knocked unconscious. You can also end your aura on your turn as a bonus action. Your Aura save DC = 8 + proficiency bonus + your wisdom modifier You can use your aura's amount of times equal to wisdom modifier + half your proficiency bonus, you gain back half of these uses when you finish a short rest and all of the uses when you finish a long rest.  

Wise Steel

  Additionally at 3rd level, when you make a melee weapon attack you may use your Wisdom modifier when determining attack and damage rolls instead of Strength or Dexterity.  

Aura of Devotion

  At 7th level, you have grown a stronger connection to the different types of Aura’s you know, devoting yourself to one of them. When you gain this feature choose one Class of Aura’s, either; Attack, Defense, Bond, or Curse. You can choose a different Class of aura to focus on whenever you would level up in this class. -Attack. Once per turn while any attack aura is active, when you make a melee attack you can immediately make another melee attack as a part of the same action or reaction. -Defense. While any defense aura is active, When you would be hit by an attack you gain a +1 bonus to your AC. This bonus can stack up to +5 and only goes away if a creature would miss an attack against you or at the end of combat. -Bond. While any Bond aura is active, attack rolls made against your allies within the aura have a -1 to the roll for each ally within the aura. However all attack rolls made against you receive a +1 bonus for each ally within the aura. -Curse. While any Curse aura is active, once per combat you can mark one hostile creature (no action required) who is under the effects of your Curse Aura to be vulnerable to all damage that you would deal to that creature. This effect goes away once the hostile creature takes damage from you, or leaves your aura.  

Aura of One’s Self

  At 10th level, you have honed your aura and have become one with them. At the end of every long rest you can choose one aura that you meet the prerequisites for, and until you take another long rest the aura you choose lasts until you are knocked unconscious. You can also end this aura on your turn as a bonus action and can also reactivate it as a bonus action.  

Aura of the Dormant

  At 15th level, you are able to imbue your weapons with their own aura allowing the aura to remain dormant until your command. As an action you can choose to imbue one of your prepared auras into a one handed melee weapon you are holding, while an aura is imbued into a weapon you can only activate it in the following way. When you take the attack action, you can forgo one of your attacks to activate the aura within the weapon. When it is activated you can throw the weapon up to a number of feet equal to 10 times your proficiency bonus, it does not consume one of your Aura of Steel usages, it lasts for only half the time, and its radius is doubled.  

Aura of the Soul

  At 18th level, you have mastered the art of your aura’s and have become a true master. The first time you would activate your Aura of Steel feature during combat, two auras activate instead of one aura, and for the remainder of combat you can have two auras active at the sametime. Additionally as an Action you can activate a different Aura of Steel replacing one that is currently active (you can not replace your Aura of One’s Self using this feature) without using a usage of your Aura of Steel.    
Attack Aura (Self)   Spirit Strike While this aura is active you can make a melee attack against a creature even if they are not within your melee range as long as they are within your aura. Additionally whenever a creature enters the aura for the first time, you can make a reaction melee weapon attack against that creature as long as they are within your aura.   Explosive Wave Prerequisite: 5th level While this aura is active you may replace one attack during your attack action having all hostile creatures in your aura make a Dexterity saving throw against your Aura of Steel DC. On a failure they take fire damage equal to your fighter's level + Wisdom modifier. On a success they take half of the damage instead.   Summon Spirits Prerequisite: 9th level When activating this aura you cast the Summon Beast, Summon Fey, Summon Lesser Demon, or Summon Undead spell within your aura. It is cast at a level equal to a third of your fighter level rounded down does not require concentration to maintain the spell, however if your Aura of Steel ends the Summons disappear as well.   Death’s Blossom Prerequisite: 15th level Upon activating this aura you can expend a number of hit points up to your maximum minus 1. Your next weapon attack that hits deals the amount chosen in necrotic damage to the target along with the attack's normal effects. This damage can’t be reduced or prevented in any way, and after you deal the damage with the attack your aura ends and you are stunned until the start of your next turn.   Defense Aura (Self)   Spirit Step While this aura is active, you can expend your normal movement to teleport to an area within your aura. If you use your Aura of Farself ability you can still teleport, however you teleport to a place inside your aura.   Shell Prerequisite: 5th level While this aura is active whenever you would take damage from any source you can choose to gain temporary hit points equal to half the damage dealt.   Outnumbered Prerequisite: 9th level While this aura is active and there are more hostile creatures than allies inside your aura, you gain a bonus to your AC equal to your wisdom and you reduce the amount of damage you take by how many hostile creatures are inside the aura.   Force Wall Prerequisite: 9th level While your aura is active you can make a wall of force inside the aura, the walls dimensions are 10ft high, 5ft thick, and 10ft long. No physical objects can pass through your wall however magical effects can still pass through it. You can summon or dismiss the wall as a bonus action on subsequent turns, however if the wall is outside your aura and you do not dismiss it at the end of your turn your aura ends early.   Bond Aura (Ally Only)   Striding While this aura is activated when an ally enters or starts their turn in the aura they gain additional movement equal to half your proficiency multiplied by 10 until the end of their turn.   Mind Shield While this aura is active, allies within your aura gain advantage on saving throws against the frightened and charmed condition.   Tower Prerequisite: 5th level While this aura is active, allies within the aura gain half cover and if they are within 10ft of you they gain three-quarters cover.   Sharpened Strike Prerequisite: 5th level While this aura is active, allies within the aura gain a bonus to attack rolls equal to half your wisdom modifier rounded up.   Rejuvenation Prerequisite: 9th level While this aura is active, allies within the aura heal 2d8 + your wisdom modifier at the start of their turn.   Curse Aura (Enemy Only)   Clouding Whenever a hostile creature enters your aura for the first time or if they end their turn while inside the aura, they must make a Constitution saving throw against your Aura of Steel save DC. On a failure they become blind for as long as they stay inside your aura.   Downward Pressure Prerequisite: 5th level Whenever a hostile creature enters your aura for the first time or if they start their turn while inside the aura, they must make a Strength saving throw against your Aura of Steel save DC. On a failure their speed is reduced to 0 and they are knocked prone. On a success they treat the aura as difficult terrain and are not knocked prone. Creatures can repeat the save at the end of their turn.   Magic Dampen Prerequisite: 9th level While the aura is active, a hostile creature that would attempt to cast a spell must make a spellcasting ability check against your Aura of Steel save DC. On a failure the spell's level is reduced by a number equal to half your proficiency bonus, it cannot be reduced past the base level of the spell.   Fatigue Prerequisite: 15th level Whenever a hostile creature enters your aura for the first time or if they end their turn while inside the aura, they must make a Constitution saving throw against your Aura of Steel save DC. On a failure they gain one level of exhaustion on a success they are unaffected.   Tyrants Presence Prerequisite: 17th level Whenever a hostile creature enters your aura for the first time or they end their turn while inside the aura, they must make a Wisdom saving throw against your Aura of Steel saving DC. on a failure they are paralyzed, on a success they are unaffected. The creature can attempt the saving throw again at the end of their turn.

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