Fighter
Base Class: Fighter

To train to be an Aura Master is to except that true strength comes from within. After focusing inward rather than superficial things like the weapons you wield, or the armor you wear, you can manifest your inner energy in various forms. This type of energy is refered to as Aura, and can vary from general performance increases, to making your melee attacks ranged.

Innate Energy

Beginning when you choose this archetype at 3rd level, you gain a number of Innate Energy that can be used to fuel different features of this Subclass. You gain 3 points at 3rd level, and you gain an additional point at levels 7th, 10th, 15th, and 18th. 

Aura Enhancement

Begining at 3rd level, you can sheath your body with your Aura to become stronger. You can spend 1 Innate Energy Point to increase your AC, attack, and damage rolls by +1, and your movement speed by 5ft. This effect last for 10 minutes, and can be strengthened to have double the effect if you use 2 Innate Energy points instead.

Detect Energy

At 7th level, you learn how to expand your Aura Beyond yourself. By spending 1 Innate Energy point, you can detect living creatures, as well as lingering magical effects in an 120ft radius for 1 minute. This effect tells you their exact location, and in the case of magical effects, it only tells you where they are, and not what they do. If you are detecting a creature that is trying to hide from you, that creature needs to make a stealth check against your perception check. Perception checks made with your Aura add your Charisma modifier in addition to your normal bonus. If the creature succesfully beats your perception check, rather than knowing its exact location, you only get its general direction for a moment, before being unable to detect it for the duration of the effect.

Focused Application

At 10th level, you can unleash your Aura for powerful burst of effect. As a bonus action once a long rest, or again at the cost of an Innate Energy point, you can chose to strengthen yourself until the end of your next turn, in 1 of 3 ways.

Absolute Defense. Your Aura condeses around you, giving you resistance to all damage until the start of your next turn.

Shocking Speed. Until the start of your next turn, your movement speed is doubled, and doesnt provoke opertunity attacks. Additionaly you have advantage on all Dexterity checks and saving throws.

Aura Blade. Surround your weapon with your Aura before unleashing your attacks. All attacks made this turn have their range increase by 30 ft, even melee attacks, and the first attack hits this turn deals an extra 4d6 damage.

Conceal Pressence

Starting at 15th level, youcan use your Aura to surpress your pressence. You can expend an Innate Energy point to give yourself a +10 to stealth checks, or hinder someon's perception if stealth isn't otherwise an option, and this effect last for an hour. The creatue needs to make a DC 15 Wisdom saving throw, or they fail to nice your pressence, think you as nothing other than a passing breeze. A creature doesnt need to both percieve you, and make the save, the save is only made when you otherwise couldnt hide from the creature. Creatures with Truesight can see though this effect.

Aura Enhancement Upgrade

At 15th level, you can now choose to use 3 Innate Energy points rather than the normal max of 2 for your Aura Enhancement Feature; increasing your AC, attack, and damage rolls to a +3, and your movement speed by 15ft.

Aura Field

At 18th level, you attain the pinnacle Aura control. Whenever you spend 2 or 3 Innate Energy points on your Aura Enhancement Feature, you creatte a field of energy to oppress your enemies. Any creature of your choice within a 20ft radius has to subtract a d4 from any attacks rolls and saving throws that they make.

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