Wizard
Base Class: Wizard

Most wizards study dusty tomes and ancient scrolls, however auramancers prefer to study people. They delve deep into the mysteries of the psyche, capable of reading a persons thoughts, emotions and desires at a quick glance. They know what makes people tick and they know how to use that to their advantage. Auramancers focus on the study of auras, coloured energy waves that emanate from every creature. With practice they learn how to read and even manipulate these auras. Skilled auramancers can even predict a persons course of action before they themselves know. These skills along with the reading of auras allows auramancers to predict a creatures every action, analyse their every weakness, know them more than they know themselves.

Insightful Eye

Starting at 2nd level, you gain proficiency in the Insight skill.

Prismatic Reading

Starting at 2nd level, you can see a creatures aura. The aura reveals the creatures most prominent emotion at the time using colour, see table.

You can use a bonus action to attempt to read a creatures aura that you can see within 30ft of you. The creature must make a Wisdom saving throw against your spell save DC. If it fails, you learn the creatures alignment, type, resistances, invulnerabilities and vulnerabilities, if any. If the creature fails by 5 or more you also learn if it has more or less that half it’s maximum hit points; if the creature is under the effect of any divination, enchantment or illusion spells (you do not learn the specific spells); and if the creature can cast spells, you learn the highest spell level it can cast. If a creature is under the effect of any spells or magic that would block divination magic, it also blocks your ability to read its aura.

Once you successfully read a creatures aura you can not read it again until the creature has taken a long rest or until 24 hours has passed, whichever is first.

D12

Colour

Emotion

1

Red

Angry

2

Orange

Confident

3

Yellow

Happy

4

Green

Deceitful

5

Blue

Kind

6

Indigo

Calm

7

Violet

Playful

8

Pink

Love

9

Grey

Sad

10

Brown

Honest

11

Black

Fearful

12

White

Peaceful

Know your Enemy

Starting at 6th level, when you successfully read a creatures aura, that creature has disadvantage on the next saving throw it makes against a spell you cast. The spell must be a divination, enchantment or illusion spell. You also gain advantage on Wisdom (Insight) checks made against the creature for the next 10 minutes.

Calming Aura

Starting at 10th level, you learn how to enhance your own aura and manipulate the auras of those around you. As an action you can empower your own aura for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The aura extends 15ft from you and moves with you. Creatures of your choice, including yourself, inside your aura cannot be charmed or frightened. If a creature is already charmed or frightened, the effect is suppressed while they are inside your aura.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

 

Predictive Defense

You have become so adept at reading people that you can predict their every move. Starting at 14th level, when a creature you can see hits you with an attack, you can use your reaction to make an Wisdom (Insight) check against the creatures initial attack roll. If you succeed, the attack misses. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Previous Versions

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2/25/2021 10:41:24 PM
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