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 10 + con modifier temporary hit points which return after every long rest, you can understand Sylvan.
You also gain Aura Charges, 3 charges plus your constitution modifier. When using these aura charges, the player is expending the energy inside their soul. Because of this they must roll 1d6 for each Aura Charge used, which their health is reduced by. These charges can be used for four separate bonus actions, 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, even if it is worse.
3.
You can spend 2 charges to use Aura Heal, letting you heal two targets up to three of your hit dice (one hit die = 1 target), 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.
You regain your con modifier’s worth of charges on a short rest. On a long rest, all charges are restored..
Important info: If any of your action charges go down to zero, you must make a Constitution roll. Upon a failure, of the DC 16 Con check an AURA BREAK occurs. If your aura breaks, you can no longer use any of these actions until a long rest and you gain a point of exhaustion. In addition you must now roll a DC 12 saving through on every aura point you used. If you fail the throw, you gain a point of exhaustion.
Comments