Fighter
Base Class: Fighter

There are people whose capabilities for magic or mystic arts are exceptional. However, due to circumstance or choice have devoted themselves to the martial arts. Through training, meditation, and intense focus they have gained the ability to manipulate /Mana/ in a more physical way called Aura.

 

Aura can best be described as a person's force of will made manifest. Able to sharpen a blade, harden armor, or even at the highest level of mastery, temporarily manifest into a physical object

Aura Manipulation

 With your newfound ability to extend your Aura outward, you can freely manipulate the shape and color of the aura surrounding you to become somewhat visible in bright light and clearly visible in dim light. Range 5 feet, it is incorporeal.

Force of Will

If you start your turn Charmed or Frightened you may spend an Aura dice to remove that condition

Ranged Aura Control

The range for Flying slash, Intercept, and Overwhelming presence is now 30 feet

Weaponized Aura

You no longer need to carry weapons, you can turn your aura into a deadly tool at will with base damage equal to a physical replica. However, add an additional 1d8 +3 of whatever damage type your aura is at the time of creation

Aura

You gain your Proficiency Bonus times 2 in Aura dice. You can spend these dice on Aura abilities. You can regain up to half your total dice(rounding up) on short rest, and all of them on a long rest.

Your dice start at D4 and are upgraded as you level up to 6th level (d6), 11th level (d8), 14th level(d10), and 17th level (d12)

Aura Shield

Creates a  shield of mana at the surface of your clothes, you can cover your whole body, at once or focus it in a single spot for maximum efficiency

As a bonus action, expend one aura dice, roll it and add the rolled number to your Armor Class until the start of your next turn.
OR
As a reaction, expend one aura dice to reduce incoming damage by the max roll of the dice. This can be spent multiple times for a single instance of damage as one reaction.

Aura Blade

 Imbue your weapon(Any melee, or unarmed) with Aura, sharpening its edge, guiding its path, increasing its reach subtly to ensure a hit, or increasing its damage

As a Standard action, expend one or two Aura dice, roll the spent dice and add the higher number to your next Attack or Damage roll. If two dice were spent, double that number, or add it to both Attack and Damage. 
OR
As a reaction to missing an attack, you may spend 1 Aura dice to add half the max to an attack roll

Overwhelming Presence

Manifest your fighting spirit, battle lust, killing intent, whatever drives you in battle, into a visible form either frightening your enemies or bolstering your allies

As a Standard Action, expend one Aura Dice, Frighten hostile creatures within 15ft until the end of their next turn.
OR
As a Bonus action, expend any number of Aura Dice, roll them and give up to 4 allies within 15ft that many temporary hitpoints

Path of Aura

The things that drive you and propel you forward have laid the foundation for your Path, now, however, is the time for a choice. Choose one of the paths below Elemental, Physical, Conceptual. You gain those features.

Conceptual Aura

Your Aura becomes closer with the concepts that drive your determination. Select a damage type, your aura becomes resistant to that type and your aura can now deal that type of damage

        Force, Necrotic, Psychic, Radiant, or Poison

Elemental Aura

Your aura becomes closer to the elements around you. Select a damage type, your aura becomes resistant to that type and your aura can now deal that type of damage

        Fire, Cold, Acid, Lightning, or Thunder

Physical Aura

Your Aura is imbued with the quality of your steel hardening it, and shaping it. Select a damage type, your aura becomes resistant to that type and your aura can now deal that type of damage

        Slashing, Bludgeoning, or Piercing

Comments

Posts Quoted:
Reply
Clear All Quotes