Fighter
Base Class: Fighter

Aura Swordsman

 

At 3rd level, you choose the path of the Aura Swordsman, a warrior who harnesses the power of auras to infuse their weapon strikes with mystical force.

 

Aura Strikes

Starting at 3rd level, you can, as a bonus action, activate your aura for one minute. During this time, your weapon attacks deal an additional 1d6 force damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Aura Field

At 7th level, you learn to project a protective aura field around yourself, bolstering your allies' defenses and hindering your enemies' attacks. As an action, you can create a 15-foot-radius aura field centered on yourself. Allies within this field gain a +2 bonus to their AC. Enemies within the field must succeed on a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, or they have disadvantage on attack rolls made against you. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Elemental Aura

Beginning at 10th level, your Aura becomes imbued with elemental power. When you make an Aura Strike, instead of dealing force damage, you may choose to deal one of the following damage types: lightning, fire, cold, or thunder.

 

Aura Mastery

At 15th level, your mastery over your Aura field strengthens. Choose one of the following improvements:

 

Extended Range: The range of your aura increases to 30 feet.

 

Empowered Strikes: Your Aura Strikes now deal an additional 1d8 force damage.

 

Versatile Resilience: If you chose Aura of Resilience, you can now choose two damage types for resistance.

 

Ultimate Aura

 

Upon reaching 18th level, your Aura reaches its pinnacle. You can now have two Aura reinforcementd simultaneously, providing both benefits to yourself and your allies within their respective ranges. Additionally, you gain advantage on saving throws against spells and other magical effects.

Aura Strikes

Aura Strikes Starting at 3rd level, you can, as a bonus action, activate your aura for one minute. During this time, your weapon attacks deal an additional 1d6 force damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Once you use this feature, you must finish a short or long rest before you can use it again.

Aura Field

As an action, you can create a 15-foot-radius aura field centered on yourself. Allies within this field gain a +2 bonus to their AC. Enemies within the field must succeed on a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, or they have disadvantage on attack rolls made against you. Once you use this feature, you must finish a short or long rest before you can use it again.

Elemental Aura

When you make an Aura Strike, instead of dealing force damage, you may choose to deal one of the following damage types: lightning, fire, cold, or thunder.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Aura Mastery

Extended Range: The range of your aura increases to 30 feet.

Empowered Strikes: Your Aura Strikes now deal an additional 1d8 force damage.

Versatile Resilience: If you chose Aura of Resilience, you can now choose two damage types for resistance.

Aura Creation

Bolstering Force: Allies within the aura gain a +2 bonus to all saving throws.

Elemental Shield: Choose one damage type (lightning, fire, cold, or thunder). Allies within the aura gain resistance to that damage type.

Focused Precision: You and your allies within the aura have advantage on attack rolls.

Fearful Presence: Enemies within the aura must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls against you and your allies.

Healing Light: Allies within the aura regain 1d4 hit points at the start of each of their turns.

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