Cleric
Base Class: Cleric

In the throes of battle, the Auramancer emerges, wielding emotions as weapons to fortify allies and dictate the course of conflict. They channel divine power, manipulating emotions to align with their own or harmonize with allies', fostering unbreakable bonds.

Thus, Auramancer stands as a resilient bastion of empathy, wielding emotions to weave a tapestry of strength and solidarity on the battlefield.

Domain Spells

1st-level Auramancer feature

You gain domain spells at the cleric levels listed in the Auramancer Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells
Cleric Level Spells

1st

heroism, bless

3rd

calm emotions, enhance ability

5th

beacon of hope, fear

7th

stoneskin, locate creature

9th

dominate person, antilife shell

Sense Emotion

1st-level Auramancer feature

As an action, extend your empathic senses to connect with those within 30 feet of you, instantly discerning their emotions. This can be used at will. If you wish to influence a target, choose a creature within 30 feet. The target must makes a Wisdom saving throw against your spell DC.

  • On a Failed Saving Throw: The target's emotions are compelled to align with your own for 1 minute. The target is charmed as their emotions matching yours. After the minute, their emotions return to their original state. They are unaware of the charmed effect unless the target was Fey.
  • On a successful saving throw, your own emotions, in an attempt to empathize with the target, align with theirs for 1 minute. You can ignore the success effect on yourself a number of times equal to your Wisdom modifier, regaining expended uses after a long rest.

Channel Divinity: Emotional Resonance

 2nd-level Auramancer feature

You can use your Channel Divinity to take up your allies trials and pains. As an action, select an ally and take half the dmg they receive before their resistances take effect for 1 minute. When they are healed, you gain half the healing as temporary hit points.

An additional effect can be added at the allowance of the DM. If you have a magical item that adds any of the following effects, you may select one and add it to your ally:

  •  Armor Class
  •  Resistance
  • A boost to dmg as additional dice
  • Movement (additional speed, flight)

Your Pain is my Pain

6th-level Auramancer feature

Take on the pain of those who were not able to succeed during times of great stress. As a reaction, when an ally within 60 feet of you fails a saving throw and suffers damage or a condition as a result of the triggering ability, you can choose to take the damage and condition. The damage taken through this ability cannot be mitigated or reduced by any means.

You may use this ability once, and you can recover it at the end of a short or long rest.

Emotional Damage

8th-level Peace Domain feature

Once per turn when you hit a creature with a weapon attack or cantrip, you can add an extra 1d8 psychic damage to the attack. At 14th level, this increases to 2d8 psychic damage.

True Empathy

17th-level Auramancer feature

As an action, establish a profound connection with a willing ally you can touch, uniting your life forces in an act of true empathy. Take the sum the current hit points of both the touched ally and yourself. Then, divide the total by two. The resulting value becomes the new hit points for both characters. Temporary hit points are unaffected by this ability.

You may use this ability once, and you can regain it after completing a long rest.

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