Sanctuary Of Tyr (Aura Effect) Image

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 20 temporary hit points (which you can keep for yourself or apply to allies) which return after every long rest and are also immune to diseases and biological threats when your aura is active.  These immunities transfer to whoever has the temporary hit points. You also gain Aura Charges, which have a minimum amount of 4 charges and are multiplied by your constitution modifier. 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 damage.
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.  You can sacrifice using it for yourself to buff anyone within the range. 
3. You can spend 1 charge to use Aura Heal, allowing you to heal yourself or others using a hit die as a bonus action. When you do, you provide maximum healing (including your Constitution modifier.) You may spend additional charges to use more hit dice for healing.
4. You can spend 2 charges to use Aura Expansion, doubling the radius of your aura.  You can then spend double the charges to double it again, and so on.  This can expand up to a total of 80ft. 

All charges are regained on short rest, you roll 1d4+1 to regain that many charges.

Important info: If any of your action charges go down to zero, you must make a Constitution saving throw to see if you keep your aura active. Upon a fail, of the DC 15 Con check, your aura shatters. You can no longer use any of these actions until a long rest, you gain 1d3 points of exhaustion (based on your constitution modifier.)  Your aura can only be restored after a long rest.

Sanctuary Of Tyr (Aura Effect) Image