Base Class: Fighter
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Level 3: Aura Core
Starting at 3rd level, you gain your first aura core, from which you can move the energy within your body to different body parts to grant you different effects.
All of your abilities you can do with your aura core require the use of aura die which at 3rd level you gain 5 aura die and you gain another die every level. Each aura die is a d6, and you regain all aura die at a short or long rest, and on a bonus action you can regain 1 aura die and can only use this feature once until you have taken a short or long rest. The aura die goes up once you unlock a different aura core. d8 at 8th level, a d10 at 14th level, and a d12 at 18th level. Every time your aura die increases that is you unlocking a new aura core.
The Abilities below are what you can do with the Aura die
Body Strengthening- as a bonus action you can increase your AC by 2 for an aura dies worth of turns + CON mod (roll the aura die and take that number as the number of turns.), and as a reaction when you have body strengthening active you can reduce the damage by an aura die + your CON mod. A smooth flowing aura will appear around your body in whatever color you want. At 14th level the AC goes up by 1 and again at 18th level.
Empowered Steps- as a bonus action you can expend an aura die to move an extra 5x the number rolled ft that turn. When you use this, you don't provoke opportunity attacks. A fiery aura will appear around your legs in whatever color you want. At 7th level you get an extra 10 feet of movement when using this feature, and at 14th you get an extra 20 feet, and at 18th the bonus goes up to 30 feet. (the extra feet are not added to your normal speed just the extra movement when you use the bonus action)
Aura Blade- as a bonus action you can channel aura through your arm and up into your blade this will emit a fiery aura of whatever color you want and will allow for any melee attack this turn to do your aura die's damage + CON mod in force damage (roll your aura die and if you have extra attack you can add the damage to that attack as well) This lasts for 2 turns when you use this. at 7th level it goes up to 3 turns, at 14th level it goes up to 4 turns, and at 18th level it goes up to 5 turns.
Any feature that requires somebody to make a save the save DC is 8+CON mod+ prof bonus
Level 7: Aura Adept
Starting at 7th level, you gain extra uses of your aura die through your continued use and training of your aura.
Aura Arc- Charging your blade with aura even more allows you to send out an arc of energy cutting anything in the way. on an action you can send out an arc of aura in a 15-ft line that anybody in the line must make a DEX saving throw, on a failure they take 2 of your aura die (this only take one aura die to use) + you CON mod force damage, on a Success they take half. If somebody is at least 5-ft within you, you can make a attack roll on him with the same effects as aura blade, he does not take the aura arc damage as well. At higher levels this gets stronger, at 14 the damage goes up to 3 aura die and the distance goes up to 25-ft, at 18th level the damage goes up to 4 aura die and 30-ft by 10-ft line instead of a 5-ft wide line.
Aura Rush- imbuing your lower half of your body with the same explosive aura as aura arc you charge forward knocking down anybody within your path. On a bonus action you can expend one aura die to charge forward 20 feet and if anybody is in the line you are moving you stop at them and they must make a CON save, and on a fail they are knocked prone and take 1 aura die + CON mod force damage, on a success take half and do not fall prone. When you use this feature, you don't provoke opportunity attacks. The damage goes up at 14th level by 1 aura die and the distance goes up to 40 feet at 18th level.
Level 10: Empowered Form
Due to the constant use and movement of aura throughout your body, your body has become much more resilient and hardened.
Starting at 10th level you gain resistance to bludgeoning piercing and slashing damage.
Level 15: Aura Nova
Starting at 15th level, you can send out as much of your aura as needed to decimate your enemies in the area.
As an action, you can send out a surge of aura which allows you to expend as many aura dice as you want to send out a burst of aura in a 30-ft radius and anybody within must make a CON save and, on a failure, take the amount of damage rolled with the aura dice + CON mod in force damage and be forced out of the 30-ft radius and if they can be, they are sent as far as possible into whatever is blocking them (if they are in an enclosed space then they will just hit the wall or etc.). on a success they take half as much damage and are only sent away 10 ft. This damages everyone including allies and enemies and even yourself. You have advantage on making the saving throw.
You can only use this feature once per long rest.
Level 18: Eternal Aura
At 18th level your aura has become an extension of yourself, temporarily elevating you to a near-unstoppable state. As an action, you can activate your Eternal aura for 1 minute, gaining the following benefits:
- You gain resistance to all damage except force
- Your aura-based abilities no longer require resources (such as limited use or aura die) and can be used freely during this time, except aura eruption you are still limited to the pool of aura die you currently have.
- Once per activation, if you are reduced to 0 hit point, you instead drop to 1 hit point and immediately unleash a free use of your aura Eruption feature with only 15 die, you take no damage from the activation.
Once you use this feature you can't use it again for 1d4+2 days and a long rest.
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