Auromon

by DMToldMeTo

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Part 1 | Tutorial

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[]

Introductory Note

Welcome to the world of Auromon (Ar-roo-mon)!

Auromon are creatures that inhabit this world that resemble that of normal creatures in Dungeons and Dragons but hold a magic secret to them. Once they are defeated in battle or if they are willing to, they have a chance to drop their Auro (which is their very magical essence) as a card. This magical essence can be called forth for a variety of reasons. The creatures once summoned are sentient creatures and will remember their times by your side. Those that possess cards of Auromon are referred to as Auromancers.

Auromancers are those that wield their own deck full of cards that they’ve acquired from their travels to use to help them achieve their goals out in this world. This goals can be fighting other Auromancers, fighting Wild Auromon and even summoning them outside of battle. Their deck of cards grow and change in size as they become more well versed in the art of Auromancy.

This is quite different from the usual game of D&D because instead of you rolling to attack a monster you will instead choose from a selection of a few card options you’ve added into your deck to do the fighting. While you use creatures to fight for you the risk of character deaths are still very possible.


This Module will continue to be updated as the world of DND releases more creaturse but for now it only contains the monsters in the players handbook. Future updates will include the addition of other modules creatures (Volvo's etc).


This idea was brought to you by the Podcast DM Told Me To. Along with the help from the memebers of the DM Told Me To Discord for their creative inputs and play testing. Special thanks to Dijas, DedlyQueen, and bundleofstix for all their behind the scenes work in creating this manual.


Hopefully you enjoy collecting and battling with your friends,
Ryan Nolan Host of DM Told Me To

1

1. Creating an Auromancer

We ask that you choose humans as your race for this due to the fact that the other races have magical ties to the Auro as well as other races may appear as creatures to assist you in combat. Your class for this game mode must be an Auromancer.

Class Features

As a Auromancer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Auromancer level
  • Hit Points at 1st Level: 8 + your Constitution Modifer
  • Background: A choice of an Enhanced Background
  • Hit Points at Higher Levels: 1d8 + your Constitution modifer

Proficiencies


  • Armor: Light Armor
  • Saving Throws: Intelligence
  • Skills: Arcana and choose two from skills

Equipment

You start with the following equipment, in addition to the equipment granted by your Enhanced Background:

  • Auromancer License
  • A dungeons, explorerers or scholar's Pack
  • A starting Auro Disc
  • A starter Auro Deck
  • Auromon Card Binder
  • A deck of 10 starter cards given by your class

Auromancer License

Only licensed Auromancers are permitted to cast cards and get full use out of their cads. This license indentifies you as having such power to be able to harness the Auro and summon creatures to aid you. This allow you to have access to guild halls across the world and to purchase card packs at their facilities. Failing to take care of your Auromon can result in a guild leader to revoke your license for not respecting The Auro and the power it provides.

Starting Auro Disc

An Auromancer begins with a starting astral colored disc that contains a wrist strap to attach to either arm. This Disc at base level has no additional properties but others can be found out in the world that contain special properties to aid you in combat. In combat after two of your Auromon have been knocked out your disc will stop powering and you have lost the fight. A disc needs a long rest to recharge all of its depleted Auro.

Auromon Card Binder

A spectral binder with card sheets in a 3x3 card fashion to hold your cards when they are not in your deck. It starts with 5 pages that are double sided slots to hold 90 cards and additional sheets can be purchased at card shops for 10 Gold a sheet

Auromancer
Level Proficiency Bonus Features Set Deck Size Spell Card Maximum
1st +2 External Summons & Class Path Discovery 10 2
2nd +2 Class Path Awakening 10 2
3rd +2 Key Card 10 2
4th +2 Enhancement 10 2
5th +3 Additional Slots 12 3
6th +3 Class Path Awakening 12 3
7th +3 Seal Breaker 12 3
8th +3 Enhancement 12 3
9th +4 Additional Slots 16 4
10th +4 Class Path Awakening 16 4
11th +4 Call of the Auro 16 4
12th +4 Enhancement 16 4
13th +5 Additional Slots 20 5
14th +5 Class Path Awakening 20 5
15th +5 Deeper Knowledge 20 5
16th +5 Enhancement 20 5
17th +6 Additional Slots 30 6
18th +6 Class Path Awakening 30 6
19th +6 Enhancement 30 6
20th +6 Master of the Auro 30 6

Starting Auro Deck

An Auromancer starts with a deck composing of 10 cards. Each Class Path will be given a premade deck to start with upon choosing said class. As an Auromancer grows their Set Deck Size as well as Spell Card Maximum will also increase allowing more cards to be added in.

2

Enhanced Backgrounds

These backgrounds are devised to help give the player characters a sense of their characters before the story begins. The Deck Bonus gives the specific class a +2 to all attack rolls of cards of that creature type, rarity or ability. All of the backgrounds keep the same languages and starting equipment as they normally would. Many of the backgrounds are the same from DND 5e where some are different. Gladiator Duelist is the same as Entertainer (Gladiator), Hero of legend is the same as Folk Hero, Nurse is the same as Hermit and Student is Noble from the original DND 5e backgrounds

Enhanced Backgrounds
Background Name Skill Proficiency Bonus Deck Bonus
Acolyte Insight, Religion Celestial
Charlatan Deception, Sleight of Hand Fiend
Criminal Deception, Stealth Undead
Entertainer Acrobatics, Performance Humanoid
Gladiator Duelist Athletics, Performance Giant
Guild Artisan Insight, Persuasion Construct
Hero of Legend Animal Handling, Survival Dragon
Nurse Medicine, Religion Fey
Outlander Athletics, Survival Beast
Pack Collector Slight of Hand, Persuasion Rares
Pirate Athletics, Perception Water Breathing
Student History, Persuasion Plant
Spy Deception, Stealth Ooze
Sage Nature, History Elemental
Sailor Athletics, Perception Amphibious
Soldier Athletics, Intimidation Aberration

Pack Collector

  • Tool Proficiencies: One Type of Gaming Set, Forgery Kit
  • Deck Bonus: Rare cards in your deck get a +2 to their damage rolls
  • Equipment: A Forgery Kit, a coupon book, a pack of your choice, a blank travel journal and a belt pouch containing 10 gold
  • Features: Every time you buy a pack you will get a stamp in your coupon book. After 5 stamps you get a pack for 25% off your next pack purchase.
3

External Summons

You have learned the power to be able to summon any creatures from your deck to aid you outside of battle for one hour until they return to your deck. They can not be summoned again outside of battle until after a long rest.

Class Path Discovery

When you choose to play as an Auromancer you must choose which of the three Class Paths you'd like to play. With being able to control portions of the Auro, you have a specific niche for the types of spells you prefer to cast. Each Class Path can be looked at as a different play style when it comes to casting spells and acquiring certain Auromon. With your Class Path Discovery any spell that can only target you can target yours or your teammates Auromon instead.

Class Path Awakening

At levels 2, 6, 10, 14, and 18 you will have awakened a new skill in your chosen class path that sets you apart from the others. This skill helps to further enhance your type of play and may strengthen certain deck builds as well

Power Class Path

Going down the Class Path of Power allows you to dominate over your foes through the use of pure damage to be able to knock out their Auromon faster than any other class. This play style is good for players that like to hit things very hard and quite successfully. Choosing this pathway allows you to add your proficiency bonus to hit on Power spells while also allowing you to use Celestial spells normally with no buff applied. Due to being so power focused there is no time to learn Mystic spells and you subtract your proficiency involving the use of Mystic spells.

This Classes Path Awakenings are:

  • Taste of Power
  • Language of Power
  • Eyes of Exposure
  • Critical Strike
  • Pure Power

Power Starting Deck

D10 Cards
1 Badger
2 Giant Fire Beetle
3 Crawling Claw
4 Vulture
5 Giant Crab
6 Mastiff
7 Mule
8 Troglodyte
9 Chill Touch
10 True Strike

Taste of Power

At level 2 you have been able to get the slightest taste from the Auro on what it means to posses Power. Your Auromon recognize your ability as an Auromancer of Power and as such are pushing themselves beyond their normal limits for you. Your Auromon of strength score 13 and higher get a +1 to hit on each of their attacks

Language of Power

At level 6 with you being a young Auromancer on the Power Path the Auro has bestowed you with speakings of the Ancients of Power. You may with speaking a battle chant once per short rest cause your Auromon to roll 2 additional damage die on one of their successful hits on a target.

Eyes of Exposure

At level 10 you unlock the ability to channel the Auro into your eyes giving them a red aura exposing your enemies strengths. You may once per short rest spend your action while you have an Auromon out to expose the Auromon you are fighting. The Exposure is told from your Dungeon Master to let you know the enemy Auromon's Damage Immunities, Damage Resistances and Condition Immunities. This allows you to harness their strengths to help you and your team be able to damage the enemy for sure

Critical Strike

At level 14 you can feel the power of the Auro course through your veins when you cast a Power Spell. This power is something that mere Auromancers could only dream of as you have almost mastered the art of Pure Power. Once per day you may treat a Power Spell Card's damage as if it was a critical.

Pure Power

At level 18 you have mastered and have unlocked Pure Power within the Auro. You can once per long rest have you and your Auromon glow a red aura. You feel this red glow as you having truly unlocked not only your potential but that of your Auromon as well. Once per long rest you may bestow your summoned Auromon with the ability to have advantage on all of its attacks for the current fight.

Celestial Class Path

Going down the Class Path of Celestial allows you to keep your creatures alive longer than any other class through the use of healing defensive enhancing spells. This class path is for players looking to be supportive to Auromon of theirs and teammates. Choosing this allows you to add your proficiency bonus to the healing your spells heal for. While working in the art of healing and self protection you also can cast Mystic spells with no proficiency addition or penalty. Due to focusing on controlling aspects through support you have neglected your time to focus on true damage dealing spells and thus subtract your proficiency to your Power spells.

This Classes Path Awakenings are:

  • The Strength of Good Deeds
  • Blessings of the Immortal
  • Spectral Armor
  • Healing Purge
  • Thine Holy is Thine Weapon

Celestial Starting Deck

D10 Cards
1 Goat
2 Eagle
3 Myconid Sprout
4 Owl
5 Guard, Lawful Good
6 Noble, Lawful Good
7 Tribal Warrior, Lawful Good
8 Aarakocra
9 Blade Ward
10 Guidance

The Strength of Good Deeds

At level 2 you begin to connect to the calling of the goodness of being a Celestial Auromancer. Any creature you command with an alignment of Chaotic Good, Neutral Good or Lawful good will recieve a +1 to their attack rolls.

Blessing of the Immortal

At level 6 you understand the power of keeping creatures alive and how severe death is. The Auro recognize your knowledge of this ideal and will bestow upon you the power of Blessing of the Immortal. Once per short rest in a battle you may spend an action to give this blessing to any Auromon of your choice. Your creature glows a yellow aura to indicate they have the blessing. This blessing will cause the Auromon to not die upon reaching 0 hit points but instead will stay alive at 1 once.

Spectral Armor

At level 10 you feel your bond with the healing arts of the Auro cloak your body like a spectral suite of armor. It enhances your healing spell cards with the same protective gift. Once per long rest you can choose after rolling to heal a target in addition of healing them increase their AC by 10% of the number total. A thing to remember is Natural 20's always hit despite the AC of the Auromon. Example 20 hp heal from a spell will in addition increase that Auromon's AC by 2 until the battle ends.

Healing Purge

At level 14 you have have demonstated your dedication to not only care for your Auromon but that of your teammates a well. The Auro rewards you with the ability of Healing Purge. Once during your short rest you may cause your healing spell to heal twice amount rolled. You may use this with Spectral Armor. This effect causes you to glow a yellow aura upon being used.

4

Thine Holy is Thine Weapon

At level 18 you have mastered the arts of healing and have unlocked using your healing abilities against your enemies. Once per long rest your body glows a demonic black aura instead of a holy yellow when activating this ability. You may cause the use of a healing (restoration) spell to instead deal that much damage to an enemy in the form of Necrosis or Radiant damage. This may be used in conjunction with Healing Purge as well. If used in conjunction with Spectral Armor it will cause the enemy to lose heath points instead of healing in addition to their AC being reduced by 10% of the damage taken.

Mystic Class Path

Going down the Class Path of Mystic allows you to completely control your opponents through the use of battlefield AOE spells as well as harnessing the elements of the Auro. This class is designed for players that like to cause chaos on the battle field for their foes as well as taking out large groups of enemies. By being chaotic in nature you will be able to add your proficiency bonus to Mystic cards as well as being able to cast Power cards with no benefit or hindrance. Due to your study into the elements and battlefield controlling aspects you have neglected your connection to the way of medicine. As thus you will reduce your Celestial Cards by your proficiency score due to using chemicals as a form of harm.

This Classes Path Awakenings are:

  • Elementary my Dear Watson
  • Auro Spell Connection
  • So You Think You Can Hide
  • A Mystic's Brain Alteration
  • Chemical Genius

Mystic Starting Deck

D10 Cards
1 Awakened Shrub
2 Scorpion
3 Homunculus
4 Spider
5 Flumph
6 Diseased Giant Rat
7 Poisonous Snake
8 Steam Mephit
9 Acid Splash
10 Minor Illusion
5

Elementary my Dear Watson

At Level 2 you have developed the basic arts of elemental damage and diseases. Any creature under your command that deals elemental damage or causes a disease with an attack get an additional +1 to hitting with those attacks. As well as enemies getting a -1 to saves against being hit by elemental damage from your Auromon.

Auro Spell Connection

At level 6 your connection with spells from the Auro have enhanced. When drawing a Spell for the first time on your turn while you have an Auromon in battle you may draw an additional card. In addition to this your Spell Card Maximum count is increased by two permanently.

So You Think You Can Hide

At level 10 you feel the connection with the Auro floating in all things and are able to figure out how to use that to your advantage. Once per long rest you may impose disadvantage on a spell save you casted on a single target. Also once per long rest you may double the radius when casting an Area of Effect Mystic Spell

A Mystic's Brain Alteration

At level 14 you have been able to train your mind as an Auromancer to allow you to focus on more then one aspect of casting spells. Your body after concentrating on its first spell will also allow you to cast a second concentration spell and be able to concentrate on that as well. When your body does this it will glow a light blue color. You will then have to make two concentration checks if you the Auromancer take damage like you do if concentrating on one spell.

Chemical Genius

At level 18 you have mastered the arts of using the elements within the Auro and as such have figured out how to change their chemical composition. Once per long rest after you or your Auromon casts a Mystic spell that deals elemental damage you may change the typing of that damage. An example would be having the spell Cloudkill be made of pure fire and deal 5d8 fire instead of poison damage. (Elements of spells are: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder)

Additional Slots

This is the increase of the Set Deck Size and Spell Card maximum. These increases allow you to use more cards in your deck to form new synergies and combos amongst your creatures and spells.

Enchancement

Every four levels your Auromancer will be able to take an ability score improvement, gain a feat or bestow a feat to one of their Auromon cards who already does not have an Enhancement bestowed.

Key Card

You have grown quite attached to your cards. While at a guild hall (or safe place to long rest with an Elite Auromancer) you may choose an Auromon to represent your deck. When that card is played outside of a fight it doesn't have a one hour summon time and instead can stay out for as long as you'd like. They can be switched for other monsters as an action outside of battle. If they get knocked out in battle and sent to the graveyard they may still be summoned outside of battle afterwards. The only time they can not is when your disc is recharging after having lost a battle.

Seal Breaker

Having opened the seals on a few card packs and releasing the divine energy inside you've gained the power of a Seal Breaker. A Seal Breaker gets to re roll one die roll in either the Common, uncommom or spell selection when opening a card pack. This can be made after seeing the cards from the pack. By gaining this power it allows you to more readily be able to get a card that will work better for your collection.

Call of the Auro

As you've grown bonds with your Auromon that you have been collecting you feel in yourself a connection to a very specific type of Auro that you prefer. Choose a Creature Type and all your Auromon casted by you get a +2 to hit if they are of the chosen Creature Type: (Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead)

Deeper Knowledge

Your almost to mastering what it takes to command the Auro to its full potetntial. With this upgrade your disc will now continue to power until you lose 3 Auromon in a single fight. You are now considered an Elite Auromancer.

Master of the Auro

With this skill you have mastered the art of commanding the Auro. Your Mythical single creature attack cards can now be summoned as their creature forms to fight with during combat. They may also be your Key Card.

 

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