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. You gain 40 temporary hit points which return after every long rest and are also immune to diseases and biological threats when your aura is active.
As a Dragon Soul, your AC is boosted by 3, you gain 2 additional hit points per level (similar to tough), and you have a resistance to one type of breath weapon attack, as a part of your draconic ancestry/soul origin. You may choose only one resistance (Note you must do so manually, due to limitations of the feat building system prevents options for this. This kind of dragon can be Chromatic, Metallic, or Gem, and can be decided on which via rolling d6, 1-2 chromatic, 3-4 Metallic, and 5-6 is Gem. Then select one dragon from that type, as one resistance it has is yours, and its breath damage type is what your breath weapon and dragon infusion damage are.)
You also gain Aura Charges, which have a minimum amount of 10 charges and are multiplied by your constitution modifier. These charges can be used for five 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 five, 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, even if 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 1d8 radiant damage to an attack, one charge equals 1d8.
5. You can spend 3 charges to perform a Draconic Infusion, infusing your weapon or attacks with the power of your heritage, dealing 1d8 (cold, acid, fire, lightning, or poison) damage, for up to one minute. This also makes non-magical weapons considered magical for bypassing resistances to non-magical attacks.
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.
Additionally, you gain one of two options from your draconic bloodline, picking either the Soul Wings or Dragon's Fury, as additional abilities you can utilize. You can spend a long rest worth of time in meditation to will your soul to switch between the two, but only once before you must wait 7 days before trying again, and this takes a Con 16 Check to see if you can manipulate your soul/will into changing focus from one to the other.
Soul Wings: You have evolved your aura to a new level of power. As such you gain one additional ability to utilize, which are Soul Wings, at the cost of one aura charge, you gain ghostly draconic wings for 1 minute, which grant you a flight speed equal to your walking speed and can spend an additional charge to extend the time, or to double your movement speed per charge spent that turn.
Dragon's Fury: You have evolved your aura to a new level of power. As such you gain one additional ability to utilize, which is Dragon's Fury, at the cost of 2 aura charges, you gain access to your Dragon's Breath Weapon, dealing the same type of damage your weapons and resistance are set to, but naturally can do so, for 4 rounds. You can exhale the energy of the heritage type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (Set to DC 15 or your spell DC), taking 3d8 damage of the chosen type on a failed to save, or half as much damage on a successful one. You can spend on an additional aura charge to increase the damage by 1d8, max of four additional spent charges.
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 11:54:06 AM
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8/29/2022 5:27:52 AM
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11/14/2022 12:05:33 AM
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