Sorcerer
Base Class: Sorcerer

You have an innate connection to the auras that everyone generates. You can see the auras as well as use them to your advantage. Your blood is said to glow like the beautiful glow of the northern lights. No one knows the origins of your connection but many wish to harness it so that they can learn the powers of others.

Detect Aura

At 1st level, you can use your action to detect the aura of a chosen creature within 30 ft. of you. The aura represents the highest stat of the chosen creature as well as their magical capabilities. You can use this action a number of times equal to your Charisma modifier. This feature resets after you finish a long rest.

Colour Detection
Colour Identified Statistic

Red

Strength

Orange

Dexterity

Yellow

Constitution

Green

Intelligence

Blue

Wisdom

Purple

Charisma

Type Detection
Appearance Magical Prowess

Bolts

Arcane

Vines

Natural

Glow

Divine

Other

Unspecified

Auric Shielding

As magic flows through your body, it causes your aura to form a hardened barrier around your body. Your skin shimmers lightly with the colour of your aura. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Aura Flare

Starting at 6th level, you can spend 2 sorcery point to influence the auras of your enemies or allies. As an action you can choose one creature within 30 ft. of you and cause their aura to flare up and effect creatures around the target, you can choose for the effect to be harmful or helpful. If you choose a harmful effect, the target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a saving throw or suffer an effect determined by the aura colour of the target. If the target has two aura colours, you pick which one to use. If you choose a helpful effect, each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target gains advantage on saving throws associated with the target's aura colour for 1 minute. If the target has two aura colours, you pick which one to use. You can have a number of helpful auras active at one time equal to half your proficiency modifier rounded down.

Harmful Effects
Colour Harmful Effects

Red

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

Orange

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Constitution saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one.

Yellow

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Wisdom saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.

Green

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Constitution saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one.

Blue

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Purple

The target and each creature of your choice, up to a number equal to your charisma modifier, within 10 ft. of the target must succeed on a Strength saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one.

Borrow Aura

When you reach 6th level, you may, as an action, draw from the aura of another creature of your choice within 30 ft. of you. When you use this action you gain proficiency in skill checks using the skill associated with the target's aura. If you already have proficiency in a skill check using that ability, you can treat the skill check as if you have expertise. This action lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this ability once you finish a long rest.

Auric Armour

At 14th level, you gain the ability to turn your aura into a protective armour that covers your body. You can spend 4 sorcery points to summon this armour as an action. When summoned, your aura releases a burst of energy. Creatures of your choice within a 5 ft. radius of you must succeed on a Strength saving throw or be pushed back 10 ft.. You also gain temporary hit points equal to your sorcerer level + your Charisma modifier. The armour causes any critical hits on you to be treated as normal hits. When you take damage while your armour is summoned, you may use your reaction to cause your aura to spark. The creature that dealt damage to you must succeed on a Strength saving throw. The creature takes 3d6 force damage and is pushed back 5 ft. on a failed save, or half as much damage on a success and is not pushed back.

The armour lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

 You can’t manifest your auric armour while wearing armour.

Drain Aura

Beginning at 18th level, you can use your connection to the auras around you to regain some protective vitality. As an action, you can spend 1 sorcery point to draw on this power and pull the aura from a creature within 30 ft. of you and integrate them into your aura. The target takes 1d8 + your Charisma modifier necrotic damage. You also gain temporary hit points equal to the damage taken by the target. When you use this action you may spend an addition sorcery point for each additional creature you wish to target, you may spend a number of sorcery points equal to half your sorcerer level. The damage from all creatures when this action is used are converted to temporary hit points.

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