Fighter
Base Class: Fighter

A knight who uses his own energy to improve their battle prowess

Aura Manifestation

When you choose this archetype at 3rd level, you learn manifestations that are fueled by special dice called aura dice.

Manifestations. You learn three manifestations of your choice, which are detailed under “Manifestations” below. Many manifestations enhance an attack in some way. You can use only one manifestations per attack action.

You learn two additional manifestations of your choice at 7th, 10th, and 15th level. Each time you learn new manifestations, you can also replace one manifestations you know with a different one.

Aura Dice. You have four aura dice, which are d8s. An aura die is expended when you use it. You regain all of your expended aura dice when you finish a short or long rest.

You gain another aura die at 7th level and one more at 15th level.

Saving Throws. Some of your manifestations require your target to make a saving throw to resist the manifestation’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Constitution modifier

Manifestations

The manifestations are presented in alphabetical order.

Arua Boost

You send out your aura to boost your allies strength. When an ally, within 30 feet, makes a melee attack you can use your reaction and roll your Aura die, your ally adds half the number rolled (rounded up)

Arua Rescue

You extend your aura to rescue an ally in danger. When an ally is hit by an attack, you can use your reaction and expend of your aura die and move them a number of feet equal to a half your roll (rounded up) times five.

Aura Burst

This manifestation can only be used on the first attack of the attack action and use as many aura dice as you want. You forgo the rest of your attacks and unleash a burst of aura around you in a 20 feet diameter. Everyone within the burst must make a STR saving throw on fail the target takes force damage equal the amount rolled on your aura dice or half as much on a success.

Aura Cloak

You use your aura to hide your presence. When you make a stealth roll you expend one use of your aura die to add the result to your roll.

Aura Defence

When you are in a tight spot you use your aura to boost your defenses. When you make a saving throw you can use your reaction to roll your aura die and add half your roll 9rounded up) to your save.

Aura Might

You use your aura to strengthen your attacks. After hitting with a melee attack you expend one use of your aura die and add the results to your damage.

Aura Peirce

Your aura grants you a wider opening to deliver devastating blows. You expend one use of your aura die and increase your critical hit range to 19-20. At level 15 this increases to 18-20

Aura Protection

When hit by an attack you can shield yourself with your aura. You can use your reaction to roll your Aura die and add the roll to your AC until the start of your turn.

Aura Pull

Immediately after you hit a creature with an attack you expend one aura dice and can choose a target within 30 feet of you and pull them 30 feet towards you. The target must make a Strength saving throw or be pulled towards you and takes Force damage equal to your roll. If the target succeeds they are not pulled and take half damage.

Aura Push

Immediately after you hit a creature with an attack you may expend one Aura die and push a creature, within 5 feet of you, 30 feet away. The target must make a STR saving throw or be pushed and take Force damage. On success the target resists being pushed and takes half damage.

Aura Seek

When you shoot an enemy with a ranged you use your aura to guide When you make a ranged weapon attack you can expend one use of your aura die and add the roll (rounded up) to your attack roll.

Aura Shell

When another creature damages you with an attack, you can use your reaction and expend one manifestations die to reduce the damage by the number you roll on your manifestations die + your Constitution modifier.

Aura Shield

You spend one use of your aura dice to manifest a shield of aura. This shield acts like a normal shield and as if you are concentrating on a spell.

Aura Switch

When see an ally attacked you use your aura to switch places with them and take the attack upon yourself. When you see an ally within 15 feet of you get attacked, before the attack hits, you can expend one use of your aura die to switch places with and add half of the roll (rounded up) to your AC

Aura Weapon

You expend one use of your aura dice to create an aura manifestation of a simple or martial weapon. This weapons damage is force instead of its normal damage. This manifestation acts like you are concentrating on a spell.

Aura Wings

When you are hit by an attack, you expend one aura die and use your aura to sprout wings of Aura causing creatures within 5 feet of you to take force damage equal to the roll. You Also gain a flying speed equal your walking speed or half your speed if wearing heavy armor.

Extended Aura

When you take the Attack action on your turn, you add aura to your weapon attack and give it the reach property, adding the aura die to the damage roll.

Healing Aura

You can expend one aura die and your aura to heal another creature that you can touch equal to the number your rolled + your CON modifier

Sense Aura

Starting at 7th level, you can spend 10 minutes heighten your senses with your aura. For the next minute you can sense the aura and see of any creature except undead and constructs within 60 feet. (Truesight)

Improved Aura

At 10th level, your aura dice turn into d10s. At 18th level, they turn into d12s.

Aura Mastery

Starting at 15th level, when you roll initiative and have no aura dice remaining, you regain one aura die.

Improved Aura

At 18th level, your aura dice turn into d12s.

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