Fighter
Base Class: Fighter

Aura Knights are masters of the energy found in all living things: aura. These practitioners of the mystic arts have devoted themselves to the mastery of their art, and achieving the pinnacle of combat prowess.

Level 3: Mystic Power

Your mastery of your body and it's innate mystic energy has granted you the ability to manipulate aura, represented by your Aura Dice, which fuels powers you have from this subclass. The Aura Knight Aura Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.

Aura Knight Aura Dice
Fighter Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use an Aura Die use only the dice from this subclass. Some of your powers expend the Aura Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Aura Dice are expended.

You regain one of your expended Aura Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Mystic Aegis. When you or another creature you can see within 30 feet of you is attacked or forced to make a saving throw, you can take a Reaction to expend one Aura Die to protect that target from damage. Roll the die, and the target gains a number of Temporary Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1). These Temporary Hit Points apply before the damage dealt. 

Mystic Strike. Your aura enhances your weapon attacks or Unarmed Strikes. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon or Unarmed Strike, you can expend one Aura Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Wisdom modifier.

The range of your Mystic Aegis and Mystic Strike increase to 60 feet at Fighter level 10.

Level 3: Aura Shroud

As a Bonus Action, you can ignite the aura coursing through you, and empower yourself with it for 1 minute. While empowered, your weapon attacks and Unarmed Strikes deal additional Force damage equal to your Wisdom modifier (minimum of +1) and your Speed increases by 15 feet. 

Once you have used this feature, you can't do so again until you finish a Short or Long Rest unless you expend an Aura Die (no action required) to restore your use of it.

Level 7: Empowered Aura

You have further mastered your ability to infuse yourself and your weapons with aura.

Aura Blade. While your Aura Shroud is active, you can expend one Aura Die to cause aura to coalesce along your weapon, increasing the Reach of your melee weapons by 10 feet, and your ranged weapons by 30 feet until the start of your next turn (no action required). While empowered with this effect, your weapon counts as magical and ignores Resistance to Bludgeoning, Piercing, Slashing and Force damage.

Spirit Slayer.  When you deal damage to a target with your Mystic Strike, you can force the target to make a Constitution saving throw. On a failed save, the target has their Armor Class reduced by 2 and they cannot take a Reaction until the start of your next turn.

Bulwark. When you use your Mystic Aegis, the target has Resistance to all damage until the start of their next turn.

Level 10: Aura Expansion

Your natural affinity with aura has granted you Resistance to Force damage and increased the range of your Mystic Aegis and Mystic Strike to 60 feet.

Additionally, your Aura Shroud improves:

Expanding Force. While your Aura Shroud is active, you can expend one Aura Die to target one allied creature within 60 feet of you that you can see, and empower them with your aura. The target deals additional Force damage equal to one roll of your Aura Die on their first weapon attack or Unarmed Strike each turn. This effect lasts until your Aura Shroud ends, if the target moves more than 60 feet from you, you can no longer see the target, or you are Incapacitated. As a Bonus Action on your turn, you can dismiss this effect, and cause the target to regain a number of Hit Points equal to one roll of your Aura Die plus your Wisdom and Proficiency Bonus.

Level 15: Shroud Mastery

Your attacks now score a Critical Hit on a roll of 19-20 on a D20 Test while your Aura Shroud is active, and you regain one expended Aura Die when you score a Critical Hit on an attack roll.

Additionally, your Mystic Strike improves:

Soul Eater. When you deal damage with your Mystic Strike while your Aura Shroud is active, you can expend an additional Aura Die to forcefully imbue the attacked target with your aura until the start of your next turn. Each time the creature takes damage from an attack, it takes additional Force damage equal to one roll of your Aura Die, and you regain Hit Points equal to half that amount (minimum of 1). 

Level 18: Mystic Assault

You can now use your Mystic Strike twice per turn. Moreover, while your Aura Shroud is active, you do not have to expend an Aura Die for the first use of Mystic Strike each turn.

Filler Feature

At time of publishing, dndbeyond required Fighters to have a level 1 subclass feature to publish. This feature is filler, and will be hidden in Builder and Character Sheet. 

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