You have awakened a part of your very soul, to shield yourself from physical attacks and magical spells, help combat against the enemy, and survive dangerous foes. Now, that power has been mastered to new rights and abilities. You gain 30 temporary hit points which return after every long rest and are also immunity to diseases and biological threats when your aura is active, as well as an increase by 2 to your AC, resistance to non-magical attacks, increase in hit points per level by 1.
Additionally, you have Aura Channel, which can allow you to regain some of your aura charges (1d4 worth) at the top of your turn for one minute, but also use your aura to regain resources, such as sorcery points, ki points, and other abilities that have limited charges. At most, things like ki and sorcery points are 1 to 1, while things like Action Surge, Rage, and other stronger limited abilities cost two or more. Ask your DM for the cost, or have them make a chart for you to have.
You also gain Aura Charges, which have a minimum amount of 8 charges and are multiplied by your constitution modifier and gain more with your proficiency. These charges can be used for four separate things, which are listed below.
1. You can spend 1 charge of your aura to use Aura Surge as a reaction to increasing your AC by four, and even if it still hits, you take only half if it is not from an aura-piercing weapon.
2. You can spend 2 charges to use Aura Save, allowing you to re-roll a saving throw, however, you must take the new roll, unless it is worse.
3. You can spend 2 charges to use Aura Heal, letting you heal up to three of your hit dice, without expending them as a bonus action (Always go by the starting class hit die).
4. You can spend 1 charge to use Aura Smike, letting you deal an additional 1d6 radiant damage to an attack, one charge equals 1d6.
All charges are regained on short rest, you roll 1d6+1 to regain that many charges. On a long rest, all charges are restored, but you can roll 1d6 to gain an additional set of charges above your max, which will vanish at your next long rest.
Important info: If any of your action charges go down to zero, you must make a Constitution roll to see if you keep your aura up enough to use a Semblance, keep your temporary hit points, and regain any charges via magical means or a short rest from combat. Upon a fail, of the DC 15 Con check (DM can make it worse if you constantly begin to drain your aura until you begin to train it), an AURA BREAK occurs. If your aura breaks, you can no longer use any of these actions until a long rest, you lose your temporary hit points, and finally, you gain a point of exhaustion. This can also be restored via a Lesser Restoration, Greater Restoration, Heal, and Mass Heal.
Previous Versions
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8/21/2022 10:28:39 PM
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