The Book of Aura
Table of Contents
The Auramancer Class...........................................................pg. 2
The Aura of the Body Subclass...........................................pg. 5
The Aura of Empathy Subclass...........................................pg. 5
The Aura of Energy Subclass..............................................pg. 6
The Aura of Healing Subclass.............................................pg. 6
The Aura of the Brain Subclass..........................................pg. 7
The Aura of the Dark Subclass...........................................pg. 7
The Aura of Space Subclass................................................pg. 8 The Auric Subclasses.............................................................pg. 2
Arcane Tradition:....................................................................pg. 2
Artificer Specialist:................................................................pg. 2
Bardic College: College of Presence..................................pg. 2
Divine Domain: Aura Domain.............................................pg. 2
Druidic Circle: Circle of Awakening...................................pg. 2
Martial Archetype:..................................................................pg. 2
Monastic Tradition:................................................................pg. 2
Otherworldly Patron:.............................................................pg. 2
Primal Path: Path of the Enrager........................................pg. 2
Ranger Conclave:...................................................................pg. 2
Roguish Archetype:................................................................pg. 2
Sacred Oath:...........................................................................pg. 2
Sorcerous Origin:...................................................................pg. 2 Placeholder Race.....................................................................pg. 2
Racial Options for Existing Races......................................pg. 2 Backgrounds and Character Building...............................pg. 2 Feats.............................................................................................pg. 2 Auric Spells................................................................................pg. 2 Auric Monsters and Enemies...............................................pg. 2 Auric Artifacts...........................................................................pg. 2
The Auramancer
Creating an Auramancer
Class Name
| Level | Proficiency Bonus | Features | Aura Points |
|---|---|---|---|
| 1st | +2 | Font of Aura, Auric Armor, Aura Fighting | 3 |
| 2nd | +2 | Emotional Control, Aura Detection | 4 |
| 3rd | +2 | Auric Tradition | 5 |
| 4th | +2 | Ability Score Improvement | 6 |
| 5th | +3 | Extra Attack, Aura Blasts | 8 |
| 6th | +3 | Emotional Manipulation | 9 |
| 7th | +3 | Tradition Feature, Enhanced Aura Fighting | 10 |
| 8th | +3 | Ability Score Improvement | 11 |
| 9th | +4 | Aura Concealment | 12 |
| 10th | +4 | Purity of Soul | 13 |
| 11th | +4 | Greater Presence | 15 |
| 12th | +4 | Ability Score Improvement | 16 |
| 13th | +5 | Tradition Feature | 17 |
| 14th | +5 | Aura Vision | 18 |
| 15th | +5 | Lifeforce Absorption | 19 |
| 16th | +5 | Ability Score Improvement | 20 |
| 17th | +6 | Overflowing Aura | 22 |
| 18th | +6 | Greatest Presence | 23 |
| 19th | +6 | Ability Score Improvement | 24 |
| 20th | +6 | Tradition Feature | 25 |
Class Features
Hit Points
- Hit Dice: 1d8 per auramancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per auramancer level after 1st
Proficiencies
- Armor: Light Armor, Shields
- Weapons: Simple weapons
- Saving Throws Charisma, Constitution
- Skills: Choose two from Acrobatics, Religion, Animal Handling, Insight, Deception, Persuasion
Equipment
-
(a) a shortbow and 20 arrows or (b) a quarterstaff or (c) any simple weapon
-
(a) an explorer’s pack or (b) a diplomat’s pack
-
leather armor, and 2 daggers
Font of Aura
You have a greater connection to your aura, allowing you to manifest objects, manipulate the auras of others and do so much more. You gain a pool of Aura Points, shown in the Aura Points column of the class table. You can use these points on different class features as you level up. Your Aura Points are replenished during a rest with 30 minutes of meditation
Auric Armor
At level 1, you can harden some of your aura around your body to act as armor:
- As a bonus action, your AC is equal to 10 + your dexterity modifier + your charisma modifier for 1 minute.
- While the Auric Armor is activated you cannot surprise a creature within 10ft of you.
- It ends early if you are incapacitated or if you choose to do so with your bonus action.
- You cannot be wearing armor while using this feature, unless you are proficient in the armor (This doesn't affect the above calculation).
- You can use this feature a number of times equal to your proficiency bonus and you regain all uses on a short rest.
You also gain the ability to manifest shields made out of aura:
- As a bonus action, you can create an Aura Shield that lasts for 1 minute, expending 1 Aura Point.
- This shield can be manifested for yourself or a creature within 30 feet.
- The shield gives a +2 bonus to AC and does not take a hand to wield. You can conjure a shield for yourself as part of your bonus action to activate your Auric Armor.
- You may not gain the effects of an equipped shield if using an aura shield.
- You can only benefit from one aura shield at a time.
Aura Fighting
Unarmed Aura Strikes: You can lace your fists (or feet) with powerful aura to target enemies’ auras. You can use your charisma modifier to attack instead of your strength modifier for your unarmed strikes. The damage bonus is also determined by your charisma modifier. Your unarmed strikes also become more powerful as you level up:
- At level 1, your damage die is 1d4.
- At level 5, it is 1d6. You gain a +1 bonus to hit.
- At level 11, it is 1d8. +2 bonus to hit.
- At level 17, it is 1d10. +3 bonus to hit.
The type of damage dealt is still bludgeoning
You also gain the ability to manifest weapons out of aura. As a bonus action, you can manifest up to 2 weapons you are proficient in. Only you may use these weapons. The manifested weapons last for 1 minute. The weapons use your charisma modifier to hit and for the damage bonus. You can also ignore the loading property of crossbows and the heavy property. At higher levels, you gain a bonus to your damage:
- At level 5, the bonus is +1.
- At level 11, the bonus is +2.
- At Level 17, the bonus is +3.
- Finally, at level 20 the bonus is +4.
The type of damage dealt is the same as the physical version of the chosen weapon.
Emotional Control
Part of your training as an auramancer is keeping balance and being in control of your own emotions. Starting at level 2, you have advantage on saving throws against being charmed and being frightened.
Aura Detection
Also, at level 2, you have learned how to find people through their aura. Spending 1 minute meditating and using 1 Aura Point, you can find 1 creature you have been in the presence of for at least 1 minute. You know their location, as long as they are within 10 miles from you. Additionally, you know their surface emotions. You can spend more Aura Points, tracking 1 more creature for each point you spend.
Auric Tradition
When you reach 3rd level, you begin to focus on one of the Seven Auras. You gain features based off of which Auric Tradition you choose. You also gain additional features at level 7, 13 and 20. Your choices for your Auric Tradition are the following: Aura of the Body, Aura of Empathy, Aura of Energy, Aura of Healing, Aura of the Brain, Aura of the Dark and Aura of Space.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura Blasts
Also at level 5, you learn to create powerful blasts of concentrated auras. You gain the following options to attack with:
Aura Sphere
Aura Blast
- Casting Time: 1 Attack
- Range: 80/320
- Components: S, 1 Aura Point
- Duration: Instantaneous
You send out a small concentrated sphere of aura that hits a single creature. Make an attack roll and add your Aura Blast Attack Modifier. On a hit, it does 2d8 force damage. At level 11, it becomes 3d8 and at level 17, it becomes 4d8. This can be used as one of your attacks and costs 1 Aura Point to use. You need 1 free hand to use this feature, but holding a Manifested Weapon does not count as taking up a hand.
Aura Beam
Aura Blast
- Casting Time: 1 Attack
- Range: Self
- Components: S, 2 Aura Points
- Duration: Instantaneous
You create a highly volatile beam of aura. The beam is a line 30 feet long and 5 feet wide. Any creature hit by the line must succeed a Dexterity saving throw using your Aura Blast Save DC. On a failure, a creature takes 2d6 force damage or half as much on a success. At level 11, the damage becomes 3d6 force damage and at level 17, the damage becomes 4d6 force damage. This can be used as one of your attacks and takes 2 Aura Points to use, but you can only use it once per round on your turn. You need 2 free hands but holding a Manifested Weapons do not count as taking up hands.
Aura Burst
Aura Blast
- Casting Time: 1 Attack
- Range: Self
- Components: 2 Aura Points
- Duration: Instantaneous
A surge of aura bursts from you. It is a 15 feet cube centered on yourself. Any creature hit by the burst must succeed a Dexterity saving throw using your Aura Blast Save DC. On a failure, a creature takes 2d8 force damage or half as much on a success. At level 11, the damage becomes 3d8 force damage and at level 17, the damage becomes 4d8 force damage. This can be used as one of your attacks and takes 2 Aura Points to use, but you can only use it once per round on your turn. You need no free hands to use this.
Aura Bomb
Aura Blast
- Casting Time: 1 Action
- Range: 60 feet
- Components: S, 3 Aura Points
- Duration: Instantaneous
You create a large blast of aura centered on a point within range. It has a radius of 15 feet. Any creature hit by the bomb must succeed a Dexterity saving throw using your Aura Blast Save DC. On a failure, a creature takes 2d6 force damage or half as much on a success. At level 11, the damage becomes 3d6 force damage and at level 17, the damage becomes 4d6 force damage. This takes 1 Action and 3 Aura Points to use. You need 2 free hands to use this but Manifested Weapons do not count as taking up hands.
Aura Blast Save DC
Aura Blast Attack Modifier
Emotional Manipulation
Starting at level 6, you can use Aura Points to boost the auras of you or others. As an action, you can grant advantage on all charisma checks to one creature for 1 minute, expending 1 Aura Point while doing so. Alternatively, you can use 1 Aura Point to impose disadvantage on one creature’s Insight checks for 1 minute.
Enhanced Aura Fighting
Starting at level 7, your Unarmed Aura Strikes and Manifested Weapons count as magical as for the purpose of overcoming resistance.
Aura Concealment
At level 9, you can use your aura to mask yourself. For 2 Aura Points, you can become hidden from Aura Detection and have the ability to surprise others while having Auric Armor activated for 1 minute. For 4 Aura Points, you can become invisible, following the rules of the Invisibility spell.
Purity of Soul
At 10th level, your mastery of aura makes you immune to disease and resist necrotic damage.
Greater Presence
At level 11, your presence has become more powerful and more noticeable. You gain the following features:
- As an action, you can give up to 6 creatures within 30 feet temporary hit points equal to your auramancer level.
- You can’t surprise creatures within 30 feet while having Auric Armor activated.
- Chosen creatures within 10 feet of you gain a bonus to Intelligence, Wisdom, and Charisma saving throws equal to your charisma modifier (minimum of +1).
Aura Vision
At level 14, you can use 3 aura points to clearly see the auras of the creatures around you for 1 minute. You have advantage on all perception checks to find something that is alive or has a powerful aura. You also gain advantage on all attacks that target a creature within 5 feet of you.
Lifeforce Absorption
At level 15, after you attack a creature with an aura strike, manifested weapon or aura blast, you can expend 2 aura point to gain hit points up to your auramancer level, but the number can’t exceed the amount of damage done to the creature.
Overflowing Aura
At level 17, you have learned to minimize the effort needed for simple manipulation. You can ignore the amount of aura points needed if the feature only requires 1 aura point. You can use this feature a number of times equal to your charisma modifier per long rest.
Greatest Presence
At level 18, your natural presence has become overwhelming immense. You gain the following features:
- When you use your Greater Presence feature to give temporary hit points, the range is increased to 60 feet. You can also choose to use 4 aura points to give an amount of temporary hit points equal to twice your auramancer level.
- You cannot surprise a creature within 60 feet with your Auric Armor is activated.
- The range of the saving throw bonus is increased to 30 feet.
- If a creature within 30 feet of you (unless you have Aura Concealment activated, then you can’t use this feature) takes more than your auramancer level in damage done by you, you can force it to Wisdom saving throw, or else be frightened by you. If they fail, they are frightened of you for 1 minute. After the 1 minute, this feature cannot affect the creature anymore.
Auric Traditions
Aura of the Body
Stone Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or magical bludgeoning, piercing or slashing damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Athletics skill, pikes, mauls and greataxes. You also learn to read, write and speak Terran.
Boosted Body
At level 3, you can also sacrifice aura to boost your attacking power. As a bonus action, you can expend 1 Aura Point to gain one of the following benefits:
- Boosted Strength: For 1 minute, you gain a +1 attack and damage bonus to weapons that use strength for attack and damage. It also gives the same boost to your Manifested Weapons.
- Boosted Dexterity: For 1 minute, you gain a +1 attack and damage bonus to weapons that use dexterity for attack and damage. It also gives the same boost to your Aura Strikes.
- Boosted Constitution: For 1 minute, you gain a +1 to AC. You also get temporary hit points equal to twice your auramancer level.
- Boosted Power: For 1 minute, you gain a +1 bonus to spell attacks, damage and DC. It also gives the same boost to your Aura Blasts.
- You can only have one of these benefits activated at a time. You lose the benefits if you become incapacitated.
Powers of Earth and Stone
At level 7, you can use the mold earth cantrip without material components. You can also expend 1 Aura Point to cast stoneskin without material components.
Improved Boosted Body
At level 13, your Boosted Body feature gains the following improvements:
- Boosted Strength: Advantage on Strength checks and saving throws for the duration. You can also lift twice as much as normal.
- Boosted Dexterity: Advantage on Dexterity checks and a +1 bonus to Dexterity saving throws and initiative for the duration.
- Boosted Constitution: Advantage on Constitution checks and a +1 bonus to Constitution saving throws for the duration. Extreme conditions (such as Extreme heat, cold or elevation) do not effect you.
- Boosted Power: A +1 bonus to Intelligence, Wisdom and Charisma checks and saving throws for the duration. You also gain a +10 bonus to your walking speed.
- You can have two of the effects activated at a time and you can activate two effects when you use your bonus action to activate this feature, but you must expend the same amount of Aura Points that it would take to activate them separately.
- You also don't lose the benefits if you are incapacitated.
Boosted Aura
At level 20, you can use your bonus action to gain the following benefits for 1 minute:
- All of your Boosted Body benefits are activated until your Boosted Aura is over. This still costs Aura Points (4 total).
- Chosen creatures within 30 feet of you gain one Boosted Body benefit of their choice until this feature ends. Each creature can choose a different benefit. If a creature comes within 30 feet of you, you must choose if they chosen or not. Giving a creature a Boosted Body benefit doesn't cost Aura Points.
- The ground within 30 feet of you is considered difficult terrain for all creatures except for ones effected by your Boosted Body feature.
- You can use this feature once per long rest.
Aura of Empathy
Freezing Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or cold damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Insight skill, nets, tridents and warpicks. You also learn to read, write and speak Aquan.
Connected Auras
At level 3, you can choose 1 friendly creature (other than yourself) within 60 feet of you as a bonus action and expend 3 aura points. For 1 minute, they gain the following benefits:
- They can choose to use your AC if you are using Auric Armor.
- They gain a bonus to damage equal to your Unarmed Aura Strike damage die.
- Whenever either you or your connected creature take damage, you can decide who takes the damage.
- At level 5, they gain access to your Aura Sphere and one other Aura Blast. They must all the rules of the blasts but they can only use Aura Sphere once per turn.
- You can only be connected with one creature at a time. Your connection breaks if you are incapacitated. If your connected creature falls below 0 hit points, you can use your action to heal them up to your auramancer level.
Powers of Water and Ice
At level 7, you can use the shape water cantrip without material components. You can also cast sleet storm without material components for 2 Aura Points.
Improved Connected Auras
At level 13, your Connected Auras feature improves in the following ways:
- You can connect to two creatures and connect to them at the same time.
- If you are only connected to one creature, they gain a damage bonus equal to twice your Unarmed Aura Strike damage die. If you are connected to two creatures, they receive the normal damage bonus.
- The connection doesn't break as long as two of the three connected creatures (you, creature 1, creature 2) are conscious. The connection breaks if you AND one of the connected creatures are incapacitated. If you are incapacitated, they can heal you up to your auramancer level as an action. If you are connected to one creature, follow the original rules. You can heal an incapacitated connected creature as a bonus action.
Master Empathizer
At level 20, you can use your bonus action to gain the following benefits for 1 minute:
- You can connect to up to five creatures. All connections made while this feature is active are broken once the feature ends. It costs 1 Aura Point to make a connection.
- The bonus damage is twice than the normal for all the connected creatures, including yourself.
- Slashing, Piercing and Bludgeoning damage is halved for you and all the connected creatures.
- The connection only breaks if you and all the connected creatures are incapacitated.
- You can use this feature once per long rest.
Aura of Energy
Burning Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or fire damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Acrobatics skill, longbows, longswords and battleaxes. You also learn to read, write and speak Ignan.
Kinetic Combat
At level 3, for each creature you damaged on your previous turn, you gain an additional 5 feet of movement on your turn. You can also take the Disengage action as a bonus action by expending 1 Aura Point.
Powers of Fire and Smoke
At level 7, you can use the control flames cantrip without material components. You can also use pyrotechnics without material components by expending 1 Aura Point.
Boosted Aura Blasts
At level 13, all of your Aura Blasts have a +1 bonus to damage rolls, along an additional damage die. Each of your Aura Blasts also gain the following, more specific improvements:
- Aura Sphere: Your Aura Sphere can either do two attacks on one creature or one attack each on two creatures within range. The range is increased to 100/400 and you do not need any free hands to use it.
- Aura Beam: Your Aura Beam extends to be 60 feet long and 15 feet wide. You can use your Aura Beam with just one free hand.
- Aura Burst: Your Aura Burst extends to be a 25 feet cube. It also gains a +1 to its save DC.
- Aura Bomb: Your Aura Bomb now has a 20 feet radius and a range of 120 feet. It also now only needs 1 free hand.
Bursting Aura
At level 20, you can use your bonus action to gain the following benefits for 1 minute:
- Kinetic Combat now gives you 10 feet of movement for each creature.
- You can add your charisma modifier to all saving throws you make.
- All your Aura Blasts gain a +1 to hit, damage and DC, along with an additional damage die.
- You become under the effects of the mirror image spell.
- You can use this feature once per long rest.
Aura of Healing
Booming Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or thunder damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Medicine skill, blowguns, whips and warhammers. You also learn to read, write and speak Auran.
Healing Aura
At level 3, you can use your action to expend 3 Aura Points to gain the following features:
- You exude an aura of healing energy with a radius of 20 feet.
- At the end of each of your turns, up to 6 creatures of your choice within the radius are healed up to your auramancer level.
- The healing aura disappears if you become incapacitated.
Powers of Sound and Flight
At level 7, you can cast the thaumaturgy cantrip without material components. You can also use the fly spell as a bonus action without material components by expending 2 Aura Points.
Healing Aura Improvement
At level 13, the radius increases to 40 feet and you can heal up to 8 creatures.
Traumatic Healing
At level 13, you can cure 1 level of exhaustion per rest.
Self Cleansing
At level 13, you are resistant to poison damage and immune to the poisoned condition
Booming Healer
At level 20, you can use bonus action to gain the following benefits for 1 minute:
- Healing Aura has a radius of 60 feet.
- Up to 10 creatures can be healed by Healing Aura
- At the end of your turn, creatures within the range of Healing Aura, but not effected by it, are deafened until the end of their next turn, pushed 10 feet away and are dealt your auramancer level in thunder damage.
- The Healing Aura doesn't end if you are incapacitated.
- You can use this feature once per long rest.
Aura of the Brain
Shocking Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or lightning damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Investigation skill, heavy crossbows, rapiers and shortswords. You also learn to read, write and speak Sylvan.
Causality Perception
At level 3, you can expend 1 Aura Point as a bonus action to possibly gain advantage on one attack against a chosen creature. You can also give the creature disadvantage on a saving throw of an effect that you created (like a spell, Aura Blast or other class feature). You only gain advantage (or give them disadvantage) if they are below their Hit Point maximum.
Powers of Light and Day
At level 7, you can cast the light cantrip without material components. You can also use the daylight spell as a 3rd level without material components for 1 Aura Point.
Magnetic Blasts
At level 13, when you use an Aura Blast, you can move any creatures you hit by 10 feet. You choose how each creature moves.
Improved Causality Perception
At level 13, when you use your Causality Perception feature, you can gain advantage on 2 attacks against 1 creature, gain advantage on 1 attack each on 2 creatures, or give 2 creatures disadvantage on their saving throws against your effect.
Hypercognitive Thinker
At level 20, you can use your bonus action to gain the following benefits for 1 minute:
- Light shines from you as if you are under the effects of the light cantrip
- Creatures are moved up to 20 feet with your Magnetic Blasts feature
- Creatures are moved 5 feet with your Aura Strikes and Manifested Weapons
- Causality Perception is now apart of your attack
- Chosen creatures within 30 feet take 1d12 lightning damage
- The effects of this feature are still active even if you are incapacitated.
- You can use this feature once per long rest
Aura of the Dark
Gloomy Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage, psychic or necrotic damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Perception skill, hand crossbows, glaives and flails. You also learn to read, write and speak Infernal.
Peering Mind
At level 3, you can use detect thoughts without material components as a bonus action. This expends 1 Aura Point and lasts for 1 minute.
Powers of Darkness and Night
At level 7, you gain Darkvision up to 60 feet. You can see through normal and magical darkness. You can also cast the darkness spell as a level 3 spell without material components for 1 Aura Point.
Mind of Tranquility
At level 13, you can expend 2 Aura Points to get rid of 1 source of disadvantage imposed on you.
Dark Mindscape
At level 20, you can use your bonus action to gain the following features for 1 minute:
- Darkness surrounds you, with a radius of 60 feet. The first 30 feet count as magical darkness. The next 30 feet counts as normal darkness.
- Your Darkvision increases to 120 feet.
- Chosen creatures within the darkness are given 60 feet of magical darkvision and can communicate telepathically with you and other chosen creatures
- Your Aura Concealment feature is activated with no use of Aura Points. If you activate the invisibility part of Aura Concealment, it is done at half the price.
- Creatures in the darkness that are not chosen are dealt 1d12 psychic damage at the end of your turn.
- If you become incapacitated, the darkness shrinks to 30 feet and counts as normal darkness. Chosen creatures lose the chosen status. Your aura concealment deactivates. Creatures in the darkness are still dealt 1d12 psychic damage. If you become un-incapacitated, the features return to normal.
- You can use this feature once per long rest.
Aura of Space
Enlightened Aura
At level 3, you can choose if your Aura Strikes, Manifested Weapons and Aura Blasts deal their normal damage or radiant damage. You must decide what type of damage it deals as you roll to attack.
Tradition Proficiencies
At level 3, you also gain the certain proficiencies. You are proficient in the Religion skill, scimitars, morningstars and halberds. You also learn to read, write and speak Celestial.
Teleporting Attack
At level 3, once per turn, you can teleport up to 30 feet immediately before or after attacking. Alternatively, you can expend 1 Aura Point to teleport a creature away from you. The creature must be in melee range. You can teleport them 30 feet away from you. If the creature is unwilling, you must make an attack roll with an attack bonus of just your charisma modifier. Teleporting another creature counts as an attack when considering Extra Attack.
Powers of Mist and Portals
At level 7, you can cast misty step without material components by expending 1 Aura Points. You can also cast dimension door without material components by expending 2 Aura Points.
Improved Teleporting Attack
At level 13, you can use your Teleporting Attack twice per turn. Teleporting another creature counts as one use. You can now teleport yourself or another creature up to 60 feet. When you teleport an unwilling creature, you can add your proficiency modifier to the attack roll.
Ethereal Enlightened
At level 20, you can use your bonus action to gain the following benefits for 1 minute:
- You can use your Teleporting Attack 3 times per turn.
- You can attack three times when taking the Attack Action
- You can teleport yourself or another creature up to 120 feet.
- The distance teleported by misty step and dimension door are doubled
- You can teleport before and after an attack with one use of Teleporting Attack
- You can use this feature once per long rest.
The Auric Subclasses
Arcane Tradition: School of Aura Magic
Artificer Specialist: Animator
Bardic College: College of Presence
Bonus Proficiency
At level 3, you gain proficiency in Persuasion, Deception, Intimidation or Performance. If you are proficient in all of these, then you do not benefit in any way from this feature.
Inspiring Presence
Also at level 3, you can use your Bardic Inspiration to grant Temporary Hit Points (to others or yourself) equal to the number rolled plus your twice your proficiency bonus.
Flashy Armor
Finally, at level 3, you can choose to calculate your Armor Class as 10 + Dex. Mod. + Cha. Mod. if you are wearing no armor or armor you are proficient in, but you can not be using a shield. When you calculate your Armor Class like this, hostile creatures within 30 feet of you must succeed a Wisdom Saving Throw on your turn (your Spell DC) or they are drawn to attacking you. They can reroll the saving throw on each of your subsequent turns. If a creature succeeds, they are immune for 1 minute.
Reaching Presence
At level 6, your overwhelming presence begins to affect the spells you cast. Spells with a range other than self or touch has their range increased by 10 feet. Spells with the touch range now has a range of 10 feet. Spells with an area of effect are enhanced in the following ways:
- Cones have their length increased by 5 feet.
- Cubes have their each of their side lengths increased by 10 feet.
- Cylinders can have their radius or height increased by 5 feet. You decide which bonus is applied when you cast the spell.
- Lines can have their width or length increased by 5 feet. You decide which bonus is applied when you cast the spell.
- Spheres have their radius increased by 5 feet.
Aura of Inspiration
Once per long rest, you can use your action to activate an inspiring aura. For 1 minute, all friendly creatures within 30 feet of you can add 1d4 to all ability checks, attack rolls, and saving throws they make.
Divine Domain: Aura Domain
Domain Spells
| Cleric Level | Domain Spells |
|---|---|
| 1 | Charm Person, Heroism |
| 3 | Detect Thoughts, Calm Emotions |
| 5 | Aura of Vitality, Beacon of Hope |
| 7 | Aura of Life, Aura of Purity |
| 9 | Circle of Power, Greater Restoration |
Bonus Proficiencies
At level 1, you gain proficiency in heavy armor and 1 martial weapon of your choice.
Manifested Weapon
Also at level 1, you are gifted the power to create a weapon as an extension of your own aura. As a bonus action, you manifest a weapon:
- You must be proficient in the physical weapon to summon an auric copy, and only you can use the manifested weapon.
- You ignore the loading and heavy properties of the weapon, if they have it. All other properties still applies.
- The weapon lasts for 1 minute and you have a number of uses equal to your cleric level per long rest.
- The weapon can be used as a spellcasting focus and you can still do somatic components with the hand(s) that is holding the weapon.
- When you attack with the weapon, you can use your Wisdom for attack and damage rolls.
- The damage dealt is the same as a physical version of the weapon.
- At later levels, you gain a bonus to hit when using the manifested weapon: +1 at level 6, +2 at level 12, +3 at level 18.
Channel Divinity: Auric Refreshment
At level 2, you can use your Channel Divinity feature to give 20 temporary hit points to a number of creatures (including yourself) equal to your proficiency bonus.
Channel Divinity: Surging Aura Weapon
At level 6, you can use your Channel Divinity feature to release a surge of energy when you attack with your manifested weapon. A blast with a radius of 10 feet originates from either you or your target. The blast does 2d10 force damage and you can exclude a number of creatures equal to your wisdom modifier.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Emotional Defense
At level 17, you gain a +1 bonus to AC and have advantage on saving throws against being charmed or frightened.