wizard: order of the aurora
the order of the aurora is a group of wizards dedicated to crushing the forces of evil. they harness the power of the aurora boreialis, making them a powerful foe.
guiding aurora
at 2nd level when you choose this subclass, you always have the guiding bolt spell prepared. this spell does not count against your total number of spells. in addition, you can cast it without expending a spell slot a number of times equal to your inteligence modifier. you regain all uses when you finish a long rest.
aurora armor
at 6th level, you can call upon the aurora to create a protective armor. you gain the armor of agathys spell and can cast it at second level without expending a spell slot a number of times equal to your inteligence modifier. you regain all uses when you finish a long rest. in addition, you gain resistance to cold and radiant damage.
northern light
at 10th level, your connection with the northern lights becomes strengthened. as a reaction when you or one of your allys is hit by an attack, you can have a burst of aurora emerge from you, causing every enemy within 10 feet of you or the ally to succeed a dexterity saving throw or take 2d10 radiant damage. you can use this ability a number of times equal to your inteligence modifier. you regain all uses when you finish a long rest.
inner aurora
at 14th level, you become so infused with the aurora that you begin to take on some of its features. as a bonus action, you can change into your auroric form. you can use this ability a number of times equal to your intelligence modifier. you regain all uses when you finish a long rest. while in the form, you gain these features. the form lasts for 1 hour or until you dispell it.
you gain immunity to radiant or cold damage (your choice).
your northern light damage becomes 3d10 and the targets are also blinded on a fail.
you gain a flying speed equal to your walking speed.
order of the aurora wizard
any size, any non-evil Alignment
- Armor Class 13
- Hit Points 14 (2d6+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9(-1) 16(+3) 14(+2) 20(+5) 16(+3) 10(+0)
- Saving Throws inteligence, wisdom
- Skills perception, insight
- Senses passive perception 17.
- Languages common, celestial
- Challenge1(50 xp)
guiding aurora
spellcasting- the aurora wizard is a 2nd level spellcaster. its spellcasting modifier is +7 and its spell save is 15. it has the following wizard spells prepared.
cantrips- ray of frost, guidance
1st level(3 slots)- guiding bolt, catapult, absorb elementsActions
ray of frost ranged spell attack +7 to hit, 60 ft, one target. Hit: 5(1d8) cold damage and its speed is reduced by 10 feet until the start of your next turn.