Base Class: Ranger
The aura of the guardian allows it to protect others and itself from attacks. The power within yourself is the one that the nature grants you to defend the ones in need and the stronger your conviction to survive, the stronger your aura gets
The Aura guardian use its soul as a manifestation outside of its body, it appears as a aura that bright and protect others in response of the survival instinct of the user and its mentality to protect others, so it cannot just use its aura as a source of power for its attacks but as a defensive mechanism to protect itself and its allies, and later make its aura absorb energy to increase its power and recharge the user to keep using it over and over, as the perfect survivalist out there, increasing the instincts of the ranger and the knowledge to keep going on.
Imbued Aura Weapons
You can imbue your aura into your weapons to deal more damage. You can use your Aura to imbue your weapon attacks, no action required. You can use your Wisdom instead of Strength or Dexterity for the weapon attack and damage rolls. When you hit a creature with imbued weapon attack, you can deal an extra 1d4 force damage to the target. The weapon attack also becomes magical, if it wasn't already. You can also apply all of this with your unarmed attacks.
Also, you can touch up to three pieces of ammunition or throwing weapons (or improvised weapon to be thrown) and imbue them with your magical aura. You or someone else can make a ranged attack with one of them. If someone else attacks with it, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack and damage rolls and it deals an extra of 1d4 force damage. Whether the attack hits or misses, the effect then ends on such piece of ammunition or thrown weapon. The extra damage of a weapon attack imbued with your aura don't stack with an ammunition imbued with your aura.
You can only have up to 3 pieces of ammunition charged with your aura, and the charge last for one hour. If you use this effect again on a new piece of ammunition or thrown weapon, the effect ends on one of the others pieces of ammunition still affected by your previous imbuing, it is your choice on which one.
When you reach 11th level in this class, the extra damage increases to 1d6 and can have up to 5 pieces of ammunition charged up with your aura at the same time.
Adaptable Knowledge
At 3rd level, your calm mind and aura reading lets you analyze things further than others. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You learn two languages of your choice.
You also become proficient in your choice of two of the following skills: Perception, History, Nature, or Survival and your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies from that list.
Expanded Aura Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Aural Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of Ranger spells you know. Some of these spells are from higher levels of what you can normally cast at the moment you learn them, but you can cast each one of those at such level once without needing a spell slot and you regain the ability to do so when you finish a long rest.
|
Ranger Level |
Spell level |
Spells |
|
3rd |
1st |
Faerie Fire |
|
3rd |
2nd |
See Invisibility |
|
5th |
3rd |
Dispel Magic (touch only) |
|
7th |
4th |
Aura of Purity |
|
9th |
5th |
Circle of Power |
|
11th |
6th |
Globe of Invulnerability |
|
13th |
7th |
Regenerate (self only) |
|
15th |
8th |
Mind Blank (self only) |
|
17th |
9th |
Power Word Heal (self only) |
Guardian Aura
At 7th level, you gain extra resilience against magical effects since your aura can absorb it. Whenever a friendly creature within 10 feet of you (including yourself) make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus and can't use this feature if you are frightened.
Barrier Aura
Also at 7th level, you can use your aura to protect yourself from certain magical effects, such as a fireball spell or a Beholder's Ray. When you are subjected to a magical effect or spells that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can’t use this feature if you are incapacitated
Also, if you take no damage, you can use your reaction to protect allies within 5ft of you making the same saving throw. If they succeed on their rolls, they benefit from your aura and instead take no damage, and take only half damage if they fail. You can’t use this feature if you are Incapacitated. You can use the reaction to protect allies with the Barrier a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Explosive Aura
At 11th level, you can as an Action, burst your aura, to do big damage on your enemies, dealing 4d6 force damage. You must then finish a long rest to use your Explosive Aura again.
There are two options to use your Explosive Aura:
- Burst: Each creature of your choice in a 20-foot-radius sphere centered on you must make a Constitution saving throw against your spellcasting DC. A creature takes 4d6 force damage on a failed save and be knocked prone or pushed away 5ft from you, your choice, or half as much damage on a successful one. The aura explodes with a bright light that spreads around corners. You can expend a spell slot to boost the explosion, increasing the damage by 2d6 and the radius by 10ft per spell level.
- Punch: Accumulating the aura in a fist, you can punch your aura away from your body and into your enemies. Make a melee spell attack, this attack roll affects all creatures of your choice in a 30-foot cone, or a 40ft long and 5 feet wide line, your choice, originating from you, at the same time. On a hit, a creature takes 4d6 force damage and must pass a Strength saving throw against your spellcasting DC or be pushed 10 feet away from you and knocked prone. You can expend a spell slot to boost the Punch, increasing the damage by 2d6 and the range of the cone/line by 5ft per spell level.
In addition, your aura extends into the Ethereal Plane, affecting ethereal creatures that you choose to, even if can't be seen by you as long as they are on the area of effect.
When your turn ends after using your Explosive Aura, you suffer one level of exhaustion
Recharging Aura
At 15th level, your aura has gets stronger and bigger. You can extend your Barrier Aura to protect allies to up to 15ft around you. Whenever you use your Barrier Aura and succeed on the saving throw, you can absorb the magical energy into your own aura to heal yourself and others around you. You heal hit points equal to your Wisdom modifier + your ranger level + your proficiency bonus. And if you activated your reaction to protect allies, they also heal hit points equal of those that you got. This healing is part of the same reaction. You can use this feature to heal a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Alternatively, you can forgo to heal hit points at all with this feature and instead use all that aura energy to restore your expended use of your Explosive Aura or to eliminate a level of exhaustion from yourself. There’s no limit on how many times you can use this feature on this way.
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