AURA OF UTILITY: Prerequisites: Must be level 12 or higher, must not already have a passive aura, must have a "good" alignment. (This feat may only be taken once.)
Your character has adventured far and wide, going out of their way to help others and risked their own lives for the sake of good. Your deeds haven't gone unnoticed, and have caught the attention of a particular Agathinon who relayed your deeds back to Bahamut. Impressed by your deeds and afraid of your future, Bathamut visits you in your next set of dreams, showing concern and providing a small parting of wisdom, which provides an insight of how to conjure power for others. After a long rest, your character can activate one of the following passive auras:
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Aura of Recovery: 20ft radius - After the start of your turn (or every 5 minutes outside of combat,) you and all allies within range will regain 1 HP. This healing does not affect an unconscious target. Outside of combat, for every hour traveled uneventfully, each ally will regain 1 spent hit die. Allies do not need to be within the radius at all times during this effect, merely nearby.
Aura of Protection: 30ft radius - You and all allies in range will gain +1 to AC. The bonus only applies while inside of the radius, and not if an ally moves across this radius during their turn.
Aura of Intent for Battle: 30ft radius - You and all allies within the radius may add +2 to the first damage roll in their turn.
Aura of Saving: 60ft radius - You and all allies in range may add an additional +1 to all saving throws.
Aura of Preparedness: 60ft radius - You and all allies in range may add an additional proficiency bonus to initiative rolls.
Aura of Performance: 30ft radius - You and all allies in range add +1 to all proficient skill checks and weapon proficiencies.
Aura of Resistance: 30ft radius - You and all allies in range feel the slightest buff of protection loom over them. For every damage roll made against them, subtract 1 from the damage. Ex: A rogue getting hit by a Paladin's multi-attack both times will subtract 1 damage from both rolls, totaling 2 damage negated.
Aura of Undying Will: 20ft radius - You and all allies in range may opt to stay in the battle, even at it's toughest moments. When a character in range gets knocked below 0 HP, they may stay conscious, keep 1 HP, and stay battle ready at the cost of an exhaustion point. Doing so places a tremendous strain on the body, making the character unable to perform any bonus actions until they are healed in this manner. This effect may be applied until the player reaches up to 5 points of exhaustion, to which the player falls unconscious and immediately takes two death saving throws. Healing from the "Aura of Healing" will not affect players in this state.
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These auras remain active for as long as your character stays conscious. You may also opt to activate more than one aura at a time at the start of the day. Doing so will add one level of exhaustion to your character on the following day, due to the stress of maintaining the auras all day. A third aura wlll add an additional two levels of exhaustion on top of the level of exhaustion added from the second aura.
At Higher Levels:
At level 16, the range of each aura is increased by 1/2 of it's original range.
At level 20, the range of each aura is further increased by another 1/2 of it's original range. The character may also opt to forgo the range benefits to have a second aura active with no penalty.
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