Aura Of "X" Image

When you choose this feat your character gains a resonating aura to their presents. The Aura range is a 15ft sphere from your character. Any allies who leave the auras range lose the effect at the end of the turn unless otherwise specified in the description. During a short or long rest you can choose which aura you would like to resonate, and this aura lasts until your next short or long rest unless otherwise specified:

*Everyone loses/gains these abilities separately. However; everyone loses the buff/debuff if the resonator's aura is lost.

Alertness: You and each ally can re-roll initiative once, but only if the total is less than 7. This ability is canceled for anyone who is surprised by a creature that they cannot see.

Armor: You and all allies within range each gain a +1 to AC. This bonus is lost if you are hit with a single targeting attack that beats your AC. Everyone who lost this bonus can regain it after 1 minute of not being hit.

Attribute (choose Str, Dex, Con, Int, Wis, or Cha): You and all allies within range get a bonus to all ability/skill checks associated with that the chosen attribute (This does NOT work for any attacks or damaging spells). +5 if you have disadvantage, +3 if it is a regular roll, or +1 of you have advantage. This bonus lasts until you "fail" a skill check. The GM will decide what is considered a failure. Once a target has failed a sill check they cannot regain the bonus until the resonator has taken a short or long rest.

Combat: You and all allies within range gain a +1 to hit and damage. Once you miss an attack you lose this bonus until a minute has passed, or if you hit on your next 3 attacks in a row on a hostile target. You do not get the bonus back for your third attack that hits, and this does not make your attacks magical.

Healing: Targets regain 1 hit point at the start of their turn if they aren't unconscious. An unconscious target gain advantage on Death saving throws after failing two. This ability is lost if you are subjected to something that prevents you from regaining hit points, or you fall unconscious and a healed back to consciousness. You can regain this ability after the resonator completes a short or long rest.

Speed: You, and allies who start within range, have a +10 bonus to walking speed and +5 to any other speed (flying, swimming, etc.). You lose access to this bonus if you are subjected to a spell or magic trap that lowers your speed to 0, or you become paralyzed or stunned by a magical attack or spell. You regain this bonus after 1 minute.

You can take this Feat a maximum of two times. When you take this Feat a second time the range increases by 15ft. You can also have two auras from the list above active at one time, or have one active from the list below:

Blindness: Enemies within range have disadvantage on Wisdom(Perception) checks against anyone you choose that is also within range. You lose this ability against anyone who has seen you after you have tried to hide from them.

Clumsiness: Enemies within range have disadvantage on attacks, spells, and ability rolls during surprise rounds. This bonus is canceled for a creature that you cannot see.

Feebleness: Enemies within range have a -1 penalty to hit and damage until they hit a target. Enemies don't regain this debuff for 24 hours unless they roll a Nat 1 on an attack roll.

Hunger: Enemies within range that casts a healing spell or use a healing ability subtracts an amount from their healing equal to the amount of dice rolled. Enemies lose this debuff if they roll maximum or minimum on all their dice, and can't regain this debuff for the next 24 hours.

Lethargy: Enemies within range have a -10 to walking speed and a -5 to any other speeds (Flying, swimming, etc.). If an enemy is subjected to a spell or magic effect the increases their speed they lose this debuff, and they regain it after the effect ends.

Slaying: When an enemy is killed within range 5 hit points are added to a pool. The maximum this pool can hold is equal to your level times 10 +10. You can use your action to disperse all of the hit points in the pool equally to anyone in range that is not hostile towards you. If you have a number of hit points that cannot be equally disperse between your targets you equally disperse as much as you can and decide who gets the remaining hit points. You can only use this ability once per long rest and you cannot change the aura during a short rest once this ability has been used. You lose all hit points in the pool after a long rest or if you change the aura.

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