Aura Warrior (5e Class)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Game Freak. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Game Freak. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
The main contributor(s) of this page determined that this page should be reviewed. Reason: This class just got totally reworked. It likely needs Balance / Formating Tweaks.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Aura Warrior

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

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


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

LevelProficiency
Bonus
FeaturesAura Points (AP)
1st+2Simple Abilities, Aura Proficiency, Unarmored Defence0
2nd+2Aura Points, Mega Evolution, New Simple Ability2
3rd+2Path of the Aura Warrior Choice3
4th+2Ability Score Improvement4
5th+3New Simple Ability5
6th+3Extra Attack6
7th+3New Warrior Path Ability, New Simple Ability7
8th+3Ability Score Improvement8
9th+4Mega Evolution Improvement, Warrior Path Improvement9
10th+4New Simple Ability10
11th+4New Warrior Path Ability11
12th+4Ability Score Improvement12
13th+5Mega Evolution Improvement, New Simple Ability13
14th+5Warrior Path Improvement14
15th+5New Warrior Path Ability15
16th+5Ability Score Improvement16
17th+6Mega Evolution Improvement17
18th+6Aura Immersion18
19th+6Ability Score Improvement19
20th+6Aura Master20

Unarmored Defense

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

Aura Proficiency

Charisma is your modifier for your aura abilities, since your connection to Aura relies on the strength of your personality. In addition, you use your Charisma modifier when setting the saving throw DC for an ability calls for one and when making an attack roll with one.

Aura save DC = 8 + your proficiency bonus + your Charisma modifier (Unless specified otherwise)

Aura attack modifier = your proficiency bonus + you Charisma modifier (Unless specified otherwise)

Short Rest AP recovery

When you take a short rest, you regain a number of aura points equal to one quarter of your total hit dice.

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

Simple Abilities

Simple abilities are abilities that every subclass has access to. They either cost no, or very few Aura Points to use, but aren’t that powerful. However, you can choose to boost their damage by spending some Aura Points.

The full Simple Ability table can be found at Simple Abilities List

Aura Points

Starting at 2nd level, you gain access to Aura Points. Aura points are similar to Ki as you don't technically need said points to play the class, but not using them would be widely regarded as a bad move. Spending Aura Points on a Feature or an Attack costs an action, unless otherwise stated. Not only does it grant you access to specific subclass abilities (See: Paths of the Aura Warrior), they allow for some pretty nice damage boosts, even on your Simple Abilities

Mega Evolution

Starting at 2nd level, you gain the ability to 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 minute. 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.

LevelAdded Damage DieAC BoostMovementTime
2+1+1+20 Move, +10 JumpOne Minute
9+1+1+20 Move, +10 JumpOne Minute
13+2+1+20 Move, +10 JumpOne Minute
17+2+2+20 Move, +20 JumpUntill you choose to end it, or you fall unconcious.

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.

Extra Attack

Starting at 6th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.


Aura Immersion

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

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

Ways of the Aura Warrior

At 3rd level, you choose either the Way of the Spiritual Warrior, the Way of the Martial Warrior, or the Way of the Veil Warrior. Each of these subclasses has their own attacks and abilities attached to them. They may be stronger than the Simple Abilities, but they cost more AP than them as well.

Way of the Spiritual Warrior

The Way of the Spiritual Warrior relies on your Sheer focus on your targets, being able to aim with pinpoint accuracy. You prioritize attacking at a range, and keeping them away at all costs.

The full ability table can be found at Spiritual Warrior Ability List

Laser Focus

You can now now focus onto a target and change targets quickly and reliably.

Starting at 3rd level, you get a +3 attack bonus to all ranged attacks.

Hyper Focus

Now that you've been practicing the arts for some time now, your focus has improved by a significant amount,

Starting at 9th level, you can crit on a 19 as well as a 20.

Unbreakable Focus

You can now keep your pinpoint accuracy at insane speeds.

Starting at 14th level, you do not roll at a disadvantage when making a ranged attack within 30 feet.


Way of the Martial Warrior

The Way of the Martial Warrior relies on close quarters combat. You prioritize quick reactions, cunning, Sheer damage output and evasiveness in this subclass.

The full ability table can be found at the Martial Warrior Ability List

Aura Rage

Starting at 3rd level, when you are below half of your hitpoint maximum, you deal an additional damage dice.

Aura Fury

Starting at 9th level, when you are below one quarter of your hitpoint maximum, you deal two additional damage dice instead of one.

Aura Outburst

Starting at 14th level, when you are at or below 10 hit points, you deal three additional damage dice instead of two.


Way of the Veil Warrior

The Way of the Veil Warrior relies on the purity of themselves. They prioritize helping their allies over harming a common enemy. They may have no specialized attacks, but they can deal a large amount of damage if needed.

The Full ability table can be found at the Veil Warrior Ability List

Calm Mind

Starting at 3rd level, if someone tries to intimidate you, you do not feel its effects, and get an opportunity attack against the intimidator.

Healing Aura

Starting at 9th level, when taking a short rest with your allies, the regain double the amount of hit dice they would normally recover on a normal short rest.

Unbreakable Peace

Starting at 14th level, both you and all allies within 30 feet of you have advantage on all Wisdom and Intimidation checks and saves.

Aura Sphere

Starting at 1st level, costing an Action, you can create a Blue, glowing sphere, about 2 feet in diameter, to lock onto a target.

When used, the target makes a Dex saving throw. If failed, they take 1D6 + Charisma Bludgeoning Damage, and only half on a successful save. This attack has a range of 30/60 feet.

Extra AP spentDamage Dice Increase
2+1D6
3+2D6
4+3D6

Bone Rush

Starting at 1st level, costing an Action, you can conjure 2 green, glowing bones, each about 4 feel long, to attack your opponent with.

You roll to hit up to 5 times, each hit dealing 1D4 + Dexterity Damage, stopping on your first miss. This attack substitutes Charisma with Dexterity for its hit modifier.


Extra AP spentDamage Dice Increase
2+1D4 (per hit)
5+2D4 (per hit)
6+3D4 (per hit)

Force Palm

Starting at 2nd level, costing an Action, you can place your palms on the targets chest, then release a high concentration of aura, potentially causing them to become stunned.

If landed, it deals 1D8 + Charisma Bludgeoning damage. Before you roll to hit, however, you can choose to spend an additional AP to make the opponent make a Con saving throw, where if failed, they become stunned for one round.

Extra AP spentDamage Dice Increase
2+1D8
3+2D8
4+3D8


Extreme Speed

Starting at 5th level, after spending 2 Aura Points, you can add 20 feet of movement on top of your base movement for one minute.

Focus Energy

Starting at 7th level, costing an action, you can focus more Aura Energy into your next attack, adding one damage dice to it.

Extra AP spentDamage Dice Increase
2+1
3+2

Bullet Punch

Starting at 10th level, using an Action, you can strike the target with such speed, you have a chance to strike twice in the same moment.

If landed, it deals 1D8 + Dexterity Bludgeoning Damage. However, if you roll a base 16 or higher, you can attack with Bullet Punch again, without the cost of an action or bonus action. This attack substitutes Charisma with Dexterity for its hit modifier.


Extra AP spentDamage Dice Increase
2+1D6
3+2D6
4+3D6


High Jump Kick

Starting at 13th level, using an Action, you can make a powerful Jumping Knee kick towards the opponent, where if missed, damages the user.

If landed, it deals 2D10 + Dexterity Bludgeoning damage, but if missed, does 2D10 bludgeoning damage to yourself. Using Aura Points to add damage dice to this attack will also increase self inflicted damage on a miss. This attack substitutes Charisma with Dexterity for its hit modifier.

Extra AP spentDamage Dice Increase
2+1D10
3+2D10
5+3D10

Flash Cannon

Starting at 3rd level, after spending 1 Aura Point, you can gather up the light energy around you and focus it into a single blast. It can go through targets to hit multiple at once, assuming they are within the line of fire. If multiple targets are within the line of fire, you make an attack roll for each target.

If landed, this deals 1D8 + Charisma Bludgeoning damage. This attack has a range of 30/90 feet.


Extra AP spentDamage Dice Increase
1+1D8
2+2D8
3+3D8

Swift

Starting at 3rd level, after spending 2 Aura Points, you can conjure a series of stars at the flick of your arm, which can hit up to 3 targets.

Up to 3 chosen targets make a Dexterity save, and if failed, take 1D6 + Cha Piercing damage. They take only half on a successful save. This attack has a range of 30/60 feet.

Extra AP spentDamage Dice Increase
1+1D6
2+2D6
3+3D6

Dragon Pulse

Starting at 7th level, after spending 2 Aura Points, you can release a jagged beam of Purplish energy to hit a single target.

If landed, it deals 2D8 + Charisma damage. This attack has a range of 30/120 feet.

Extra AP spentDamage Dice Increase
1+1D8
2+2D8
3+3D8

Shadow Ball

Starting at 11th level, after spending 3 Aura Points, you can create something visually similar to Aura Sphere, but a deep purple in color. As it was created from more negative emotions, it deals more damage than Aura Sphere, but is less predictable.

If landed, it deals 2D10 + Charisma Bludgeoning Damage.

Extra AP spentDamage Dice Increase
1+1D10
2+2D10
4+3D10

Focus Blast

Starting at 15th level, after spending 4 Aura Points, you can release a high concentration beam of Aura, dealing large amounts of damage to a single target.

If landed, it deals 2D12 + Charisma Force damage. This attack has a range of 30/160 feet.

Extra AP spentDamage Dice Increase
2+1D12
4+2D12
5+3D12

Detect

Starting at 3rd level, after spending 1 Aura Point, you can sense the next attack that would hit you, allowing you to prepare a Dodge reaction as a Bonus action.

Metal Claw

Starting at 3rd level, after spending 1 Aura Point, you conjure 5 deep, energy based claws on your dominant hand to attack your opponent with.

If landed, it deals 2D8 + Dexterity slashing damage. This attack substitutes Charisma with Dexterity for its hit modifier.

Extra AP spentDamage Dice Increase
1+1D8
2+2D8
3+3D8

Zen Headbut

Starting at 7th level, after spending 2 Aura Points, you can preform a powerful headbut on the target without injuring yourself in the process.

If landed, it deals 2D10 + Dexterity bludgeoning damage. This attack substitutes Charisma with Dexterity for its hit modifier.

Extra AP spentDamage Dice Increase
1+1D10
2+2D10
3+3D10

Brick Break

Starting at 11th level, after spending 3 Aura Points, you can make a powerful downward strike on your opponent, causing them to drop their defence for a short time.

If landed, it deals 1D6 + Dexterity Bludgeoning Damage, and the target makes a Strength Saving throw. If failed, their AC is lowered by 1d4 rounds for an amount of rounds equal to 1d4. This attack substitutes Charisma with Dexterity for its hit modifier.

Extra AP spentDamage Dice Increase
1+1D6
2+2D6
3+3D6

Close Combat

Starting at 15th level, after spending 4 Aura Points, you can release a powerful flurry of blows that lowers your own defense by 3 AC for one round.

If landed, it deals 3D12 + Dexterity Bludgeoning damage.

Extra AP spentDamage Dice Increase
1+1D12
3+2D12
4+3D12

Swords Dance

Starting at 3rd level, after spending 2 Aura Points, you can sharpen the connection between you and your aura, allowing for an increased damage output.

For the next minute, you add one damage dice to all attacks (I.E: 2D8 -> 3D8.).


Extra AP spentDamage Dice Increase
1+1
2+2
3+3


Heal Pulse

Starting at 3rd level, after spending 3 Aura Points, you can heal any ally's HP by 1D6 + Charisma within 60 feet.

Extra AP spentDamage Dice Increase
1+1D6
2+2D6
4+3D6

Helping Hand

Staring at 7th level, after spending 2 Aura Points, and on physical contact with an Ally, you can boost their next attack by 1D6.


Extra AP spentDamage Dice Increase
1+1
2+2
3+3

Rest

Starting at 11th level, after spending 2 Aura Points, you can put yourself in an uninterruptible trance, making you immobile, inactionable, and unable to perceive, for 1d4 rounds, broken only by reaching 0 Hit Points. Each round your in this trance, you recover 1D10 + Charisma hit points.

Protect

Starting at 15th level, after spending 4 Aura Points, you create a wall of Energy that prevents the next attack from landing for one round. If an ally is within 5 feet of you, you can choose to share this protection with them, as long as they stay within 5 feet.


Multiclassing

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.

4.50
(2 votes)

-


Back to Main Page 5e Homebrew Classes

gollark: You don't have a dynamic IP or something?
gollark: Also, can you access this? I'm testing if my network's IPv6 address thingies are externally accessible. http://[2a00:23c7:5401:a500:946e:383d:f790:3cea]:19999
gollark: I might have to rewrite it in Rust to make it work properly.
gollark: Install itself to run on login, connect to command & control servers, sort of thing.
gollark: Yes, but mine does more than that.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.