Auromon A CCG in DND

by DMToldMeTo

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Table of Contents

Introductory Note

1. Creating an Auromancer (pg 2)

  • Auromancer Class Features
  • Enhanced Backgrounds
  • Auro Points
  • External Summons
  • Class Path Discovery
  • Power Class Path Awakenings
  • Sacred Class Path Awakening
  • Mystic Class Path Awakening
  • Additional Slots
  • +1 Starting Draw Hand
  • Seal Breaker
  • Call of the Auro
  • Deeper Knowledge
  • Master of the Auro
  • Key Card
  • Bonding

2. Acquiring Auromon (pg 9)

  • Seal Breaking
  • From the Wild
  • Bosses / Duelists
  • Singles Shops
  • Auromon Level Ups
  • Questing / Aid

3. Battles (pg 12)

  • Battle Terms
  • The Battle Begins
  • Turn Order
  • Ending a Battle
  • Auromon After A Battle
  • Duel Disk
  • Duel Disk Zones

4. Spell Lists (pg 16)

  • Power Spells
  • Sacred Spells
  • Mystic Spells

5. Auromon Rarities (pg 19)

  • CR 0 -30

6. Auromon Card Packs (pg X)

7. Auromon Log For Cards In Binder (pg X)

  • Auromon Almanac Chapter CR 0

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 decks full of cards that they’ve acquired from their travels to use to help them achieve their goals out in this world. These 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 player deaths are still very possible.


This Module will continue to be updated as the world of D&D releases more creatures but for now it only contains the monsters that are in the Monster Manual and Basic Rules. Future updates will include the addition of other modules creatures (Volvo's etc). As well a Auromon Almanac will be made to show case all the cards for better viewing and show off some homemade custom creatures as well.


This idea was brought to you by the Podcast DM Told Me To. Along with the help from the members of the DM Told Me To Discord for their creative inputs and play testing. Special Thanks to:

Creative Minds

  • Anthony Maire (SirStrongman)
  • Archerking
  • Dijas
  • GokuKing922
  • Bengalxtiger
  • bundleofstix
  • Iroku3
  • McPoptart

Play Testers

  • Anthony Maire (SirStrongman)
  • Maxim Kril
  • BunsenBurn
  • MeinGottStopp19


Hopefully you enjoy collecting and battling with your friends with this new class for Dungeons and Dragons,


Ryan Nolan Host of DM Told Me To

1

1. Creating an Auromancer

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: None (unlocks at Level 7)
  • Weapons: None
  • Tools: None
  • Saving Throws: Intelligence & Wisdom
  • 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, Explorers or Scholar's Pack
  • A starting Auro Disk
  • A starter Auro Deck Box
  • Auromon Card Binder
  • A deck of 30 starter cards given by your class

Background

Choose a special modified background for this new game mode or discuss a homebrew option with your GM

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 Disk

An Auromancer begins with a starting astral colored disk that contains a wrist strap to attach to either arm. This disk 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 you have lost all of your Auroshields (your basic disk starts with 3) your disk will stop powering and you have lost the fight. A disk needs a long rest to recharge all of its depleted Auroshields. More details can be found in the the Battle Begins section.

Starting Auro Deck

An Auromancer starts with a deck composing of 15 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, starting number of cards drawn as well as Spell Card Maximum will also increase allowing more cards to be added into your deck. You may only have two copies of a card in your deck unless the card says otherwise. You can not have an Auromon in your deck with a higher CR than your player level. You can not have spells with a higher level than your own player level in your deck.

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 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 Beast
Folk Hero Animal Handling, Survival Dragon
Gladiator Athletics, Performance Giant
Guild Artisan Insight, Persuasion Construct
Hermit Medicine, Religion Plant
Ninja Intimidation, Stealth Sunlight Sensitivity
Noble History, Persuasion Royal
Outlander Athletics, Survival Fey
Pack Collector Slight of Hand, Persuasion Rare Rarity Cards
Pirate Athletics, Perception High Seas Havoc
Sage Nature, History Elemental
Sailor Athletics, Perception Amphibious
Soldier Athletics, Intimidation Humanoid
Urchin Sleight of Hand, Stealth Ooze

Enhanced Backgrounds

These backgrounds are to help give player characters a sense of their characters before the story begins. The Deck Bonus gives the specific background a +1 to all attack rolls of cards of that creature's type, rarity or if they posses that 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 while some are Custom.

Custom Backgrounds

Ninja

  • Tool Proficiencies: One Type of Gaming Set, Thieves Tools
  • Deck Bonus: Auromon with sunlight sensitivity no longer have disadvantage when fighting in sunlight, gain a +1 to attack rolls or gain a +2 to attack rolls in areas of darkness needing darkvision.
  • Equipment: A set of Thieves Tools, a Ninja Hood, a blank travel journal and a belt pouch containing 10 gold
  • Feature:
    • Redeal: Once per duel you may shuffle in up to three cards from your hand back into your deck to draw the same number of cards. Counts as Reaction

Pack Collector

  • Tool Proficiencies: One Type of Gaming Set, Forgery Kit
  • Deck Bonus: Rare cards in your deck get a +1 to their attack rolls
  • Equipment: A Forgery Kit, a coupon book, a pack of your choice, a blank travel journal and a belt pouch containing 10 gold
  • Feature:
    • Flash Sale: Every time you buy a pack you will get a stamp in your coupon book. After 5 stamps you your next purchased pack is 25% off.

Pirate

  • Tool Proficiencies: One Gaming Set, Navigators Tools
  • Deck Bonus: Auromon with water breathing no longer have disadvantage when fighting on land and gain a +1 to all attack rolls with a +2 bonus when battling underwater.
  • Equipment:: A set of Navigators Tools, a pouch containing 10 gold and an Eye Patch of the Pirate Kings.
  • Feature:
    • High Seas Havoc: Once per duel you can give one of your Auromon your Eye Patch of the Pirate Kings to wear as a reaction. When you do it has -5 to hit with melee attacks. While wearing the eye patch if it successfully has dealt melee combat damage 5 times this duel, then the rest of its melee attacks this duel are made with advantage instead.

Original Backgrounds

Acolyte

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Celestial Auromon get a +1 to attack rolls
  • Feature:
    • Angelic Blessing: Once per duel you can discard a Celestial Auromon/Spell Card from your hand to the graveyard to increase your Main Auromon's AC equal to the discarded cards CR/Spell Level. This effect lasts for a number of turns equal to your Auromancer's level. Using this effects counts as your reaction.

Charlatan

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Fiend Auromon get a +1 to attack rolls
  • Feature:
    • Fiendish Pact: Once per duel you can discard a Fiend Auromon/Spell card from your hand to cause each opponent Auromancer to put 2 cards from the top of their deck into their Purgatory zones. When you do this one of their Auromon on their field takes Necrotic or Fire damage (Charlatan's Choice) equal to the CR/Spell Level of the cards sent to purgatory. Using this effects counts as your reaction.
      • If used against a wild Auromon it makes them take Necrotic or Fire Damage equal to their own CR (Charlatan's Choice). Using this effects counts as your reaction.

Criminal

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Undead Auromon get a +1 to attack rolls
  • Feature:
    • Life Sentence: Once per duel when an Undead Auromon you control would be destroyed by damage and sent to the graveyard you may discard a card to give it that many Hit Points equal to the CR/Spell Level of the discarded card (If fraction CR Round up to 1). The destroyed card is still considered to have entered your graveyard but does not count as an opponent having destroyed it. Using this effects counts as your reaction.

Entertainer

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Beast Auromon get a +1 to attack rolls
  • Feature:
    • Power of the Wild: Once per duel when a beast auromon you have out rolls to hit with a melee weapon attack you can discard a card from your hand to double the damage dice rolled for the attack. This must be done before seeing if it hits. Using this effects counts as your reaction.

Folk Hero

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Dragon Auromon get a +1 to attack rolls
  • Feature:
    • Dragon's Tale: Once per duel you can discard a card from your hand to allow a Dragon Auromon you have out that just made a breath attack to recharge on a breath attack 1 value sooner. This is done by increasing the range to include another number on its recharge. This lasts until it leaves the field. For example a recharge of 5-6 becomes 4-6. Using this effects counts as your reaction.

Gladiator

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Giant Auromon get a +1 to attack rolls
  • Feature:
    • Fee Fye Foe Fight: Once per duel you can discard a Giant card when you have an Auromon that dealt damage to an Auromon of any size smaller than it in combat, it can increase the range of its melee range attacks for the rest of combat by 10ft. This is done through the limbs of the effected Auromon growing. Using this effects counts as your reaction.

Guild Artisan

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Construct Auromon get a +1 to attack rolls
  • Feature:
    • Maximum Overdrive Setting: Once per duel you can discard a card when you have a Construct Auromon that just defeated an Auromon in battle to have it make X additional melee attacks on a nearby Auromon within range. Where X equals the discarded cards CR/Spell Level. Using this effects counts as your reaction.

Hermit

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Plant Auromon get a +1 to attack rolls
  • Feature:
    • Every Rose has its Thorns: Once per duel you can discard a Plant Auromon or Spell Card to cause your Main Auromon to grow a spike sheild all over its body lasting for X number of turns equal to your Auromancer's level. When it takes melee damage it deals X piercing/slashing damage equal to the CR/Spell Level of the discarded Auromon. Using this effects counts as your reaction.

Noble

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Royal/Knight Auromon get a +1 to attack rolls
  • Feature:
    • Heroes of Legend: Once per duel you can discard a card to allow all of your Royal/Knight Auromon to have the damage they deal with their attacks to by pass enemy Auromon resistances and immunities for a number of turns equal to the CR/Spell Level of the card you discarded. Using this effects counts as your reaction. Ex: If you discard a CR 2 Creature for that turns reaction that turn and the next turn your Royal/Knight Auromon attacks bypass enemy Resistances and Immunities and deal damage as if those Resistances and Immunities weren't real.

Outlander

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Fey Auromon get a +1 to attack rolls
  • Feature:
    • Trickster Magic: Once per duel if you control a Fey Auromon you can discard a card to have your Auromancer's turn move one spot up in the initiative order. Using this effects counts as your reaction. If already at the top of the initiative order your Main Auromon ignores damage from the next successful hit against it.

Sage

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Elemental Auromon get a +1 to attack rolls
  • Feature:
    • Elemental Incarnate: Once per duel if you control an Elemental Auromon you can discard a card to increase the power of the next spell card you cast this turn that targets one enemy. When rolling for damage of a spell you're about to cast that targets one enemy you take half of the total amount of dice you will roll and add that amount to form your new total. For example instead of 4d8 you will roll 6d8 damage instead.

Sailor

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Amphibious Auromon (Creatures that can breathe on land or underwater) get a +1 to attack rolls
  • Feature:
    • Slippery Skin: Once per duel you can discard a card while you control an Auromon with the Amphibious ability to allow it to not take any damage from melee attacks until your next turn. Using this effects counts as your reaction.

Soldier

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Humanoid Auromon get a +1 to attack rolls
  • Feature:
    • Unite the Army: Once per duel you can discard a card to summon a Humanoid Auromon from your hand with CR less than or equal to the CR/Spell Level of the discarded card. This does not count toward your Level Cap for the turn. Using this effects counts as your reaction.

Urchin

  • Same Starting Equipment, Tool Proficiencies as Player Handbook.
  • Deck Bonus: Ooze Auromon get a +1 to attack rolls
  • Feature:
    • Jelly Residue: Once per turn when an Ooze died in combat from a Melee weapon attack, you can discard a card to affect it's killer with a jelly-like residue. This residue makes the next 2 melee weapon attacks that would hit from that enemy miss instead. This overrides other abilities to guarantee a hit.
Auromancer
Level Proficiency Bonus Features Deck Size Spell Card Maximum Starting Hand Size Number of Releases Auro Points Level Cap Auromon CR Limit
1st +2 External Summons & Class Path Discovery 30 3 4 2 2 1/2 1/4
2nd +2 Class Path Awakening 30 3 4 2 3 1/2 1/2
3rd +2 Key Card 30 3 4 2 3 1 1/2
4th +2 +1 Starting Draw Hand & Release +1 30 3 5 3 3 1 1
5th +3 Additional Slots 40 4 5 3 5 2 1
6th +3 Class Path Awakening 40 4 5 3 5 3 2
7th +3 Armor Proficiency 40 4 5 3 5 3 3
8th +3 +1 Starting Draw Hand & Release +1 40 4 6 4 5 4 3
9th +4 Additional Slots 50 5 6 4 5 5 5
10th +4 Class Path Awakening 50 5 6 4 10 6 6
11th +4 Call of the Auro 50 5 6 4 11 9 9
12th +4 +1 Starting Draw Hand & Release +1 50 5 7 5 12 12 12
13th +5 Additional Slots 60 6 7 5 13 15 15
14th +5 Class Path Awakening 60 6 7 5 14 17 17
15th +5 Deeper Knowledge 60 6 7 5 15 20 20
16th +5 +1 Starting Draw Hand & Release +1 60 6 8 6 16 22 22
17th +6 Additional Slots 70 7 8 6 17 25 25
18th +6 Class Path Awakening 70 7 8 6 18 27 27
19th +6 +1 Starting Draw Hand & Release +1 70 7 9 7 19 30 30
20th +6 Master of the Auro 70 7 9 7 - None None

Auromancer Level Up Table Breakdown

Level

This is your player level or your Auromancer's Level. Some cards and abilities get stronger as you get stronger and as such knowing your character level can be useful with the right cards.

Proficiency Bonus

Just like in a normal game of Dungeons and Dragons this is your proficiency bonus. This gets added to different skills depending on your class path.

Features

These are abilities you gain when you level up. Each of these help to improve your over all Auromancer and helps to impact the game play when playing as this class. The next page has each Feature you acquire in more detail.

Deck Size & Spell Card Maximum

This is the amount of cards you must have in your deck. For instance Level 5 Auromancers must have a deck size of 40 cards total with up to 4 cards in it being Spell Cards. (Think of them like spell slots). This simply states how many spells you can use outside of battle (as well as the cap of how many spells can be in your deck) until needing a long rest. In order to cast a spell outside of combat it must be a card in your deck.

Starting Hand Size & Number of Releases

As you as an Auromancer grows in power so does your starting hand size. This allows you to have more options at the beginning of each duel to enhance your synergistic pieces and puts your deck building more to the test. For this type of play think of Releasing as simply removing your Main Auromon you have out fighting for another one your Token Zones or summoning another one from your hand. The number of times you can do this a combat depends on how strong of an Auromancer you are. The reasons for this option is some Auromon can have Resistances or Immunities to certain forms of damage so being able to throw in new Auromon can make a big difference and can swing combat into your favor.

Auro Points

This is the primary way to grow as an Auromancer (Think of it as XP in normal Dungeons and Dragons). To gain levels and become stronger in this class is by harnessing the use of your Auromon to their full potential. This is done through the use of your Auromon in battle or by having great role-playing experiences up to DM discretion. After you have gained enough Auro Points you as an Auromancer will become stronger and thus reach the next level. After every fight you will collect one Auro Point which is symbolized by a wisp that will flow from the air around you and enter your body. Once you level up the collection of Auro Points inside of you will drain away and you will become stronger and have to start collecting them again after each level increase. These Auro Points are the following colors corresponding to your Class Path. This ultimately comes down to DM discretion this is simply a template for easy use.

  • Power is the color of Red
  • Sacred is the color of Yellow
  • Mystic is the color of Blue

Level Cap

An Auromancer's Level Cap acts as a resource for this class to use in battles. Some cards help to increase it or decrease it depending on its effects. If you are a level 1 Auromancer your Level Cap is 1/2. This means you can cast as many Auromon from your hand for their CR and/or cast spells for their Spell Levels (Cantrips count as level 0) equaling up to 1/2 or 0.5. This means on your turn you could cast 2 CR 0.25 Auromon from your hand of cards and as many CR 0 Auromon as you have Zones to do so (explained more in battle section). With each cast of your CR 1/4 or 0.25 Auromon your Level cap decreases down by 0.25. You can not summon creatures or cast spells with a CR greater than your Level Cap. At the beginning of your turn your Level Cap restores back to 1/2 or 0.5.

Auromon CR Limit

To help maintain balance in the game the Auromon CR Limit acts a barrier to not allow Auromancers to include Auromon in their decks with CR higher then the CR limit allows. As your Auromancer grows in power the strength of the cards you can have in your deck does as well. This also allows Game Masters to balance encounters better and improve the overall game play experience.

Features

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.

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 (different paths listed on next pages). 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

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 disk is recharging after having lost a battle or if the card enter a zone known as Purgatory. Key Card Abilities on Auromon only stop working when the Auromon gets sent to Purgatory or is changed for another Key Card in which case it is no longer your Key Card. They also can start in your opening hand in battles if you wish.

+1 Starting Draw Hand & +1 Release

Every four levels your Auromancer will be able to draw an additional card when they draw their starting hand of cards. You also are allowed to Release one more additional time in combat (explained in battle section).

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.

Armor Proficiency

At this level you as the Auromancer have unlocked the ability to be proficient in certain armor. Mystic's can wear light armor, Sacred can wear light or medium, Power can wear Light, Medium or Heavy Armor.

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 (Elite Auromancer)

Your almost to mastering what it takes to command the Auro to its full potential. With this upgrade your disk will now continue to power until you lose 3 Auromon in a single fight due to your opponent killing them through damage. 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.

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. Due to being so power focused there is no time to learn Sacred or Mystic Spells and as such you may not cast spells outside of your Class Path (besides Wish).

This Classes Path Awakenings are:

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

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 more effectively.

Critical Strike

At level 14 you feel the power of the Auro 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.

Power Starting Deck of 30 Cards

Badger X2
Deer X2
Giant Fire Beetle X2
Hyena X2
Giant Crab X2
Kobold X2
Mastiff X2
Bandit X2
Noble X2
Goblin X2
Riding Horse X2
Duodrone X2
Boar
Ninja boy
Jinn the Gladiator Construct
Empowering Dojo
True Strike
Compelled Duel

Jinn the Gladiator Construct Drawn by Jacob E. Blackmon

Sacred Class Path

Going down the Class Path of Sacred 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. Due to focusing on controlling aspects through support you have neglected your time to focus on true damage dealing spells and thus may not cast any Power or Mystic Spells (besides Wish).

This Classes Path Awakenings are:

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

The Strength of Good Deeds

At level 2 you begin to connect to the calling of the goodness of being a Sacred 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 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. The Auromon glows a yellow aura to show they have the blessing. This blessing will cause the Auromon to not die upon reaching 0 hit points but 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 for that many rounds of combat. It may not be rounded up. A thing to remember is Natural 20's always hit despite the AC of the Auromon. Example 27 hp heal from a spell will in addition increase that Auromon's AC by 2 for two full rounds of combat starting with the turn after you cast it.

Healing Purge

At level 14 you have have demonstrated 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 the amount rolled. You may not use this with Spectral Armor or a spell that requires no dice roll to heal. This effect causes you to glow a yellow aura upon being used.

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.

Sacred Starting Deck of 30 Cards

Cat X2
Octopus X2
Eagle X2
Myconid Sprout X2
Pony X2
Cultist X2
Tribal Warrior X2
Guard X2
Royal Bee X2
Panther X2
Blink Dog X2
Acolyte X2
Giant Owl
Aelita Sacred Angel
Ramiel Angelic Royal Squire
Sacred Cathedral
Guidance
Cure Wounds

Aelita Sacred Angel Drawn by Purple Duck Games

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. Due to your study into the elements and battlefield controlling aspects you have neglected your connection to the way of direct harm and healing. As thus you will not be able to cast any Sacred or Power Spells (besides Wish).

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 Deck of 30 Cards

Lemure X2
Spider X2
Scorpion X2
Goat X2
Crawling Claw X2
Twig Blight X2
Merfolk X2
Poisonous Snake X2
Flumph X2
Skeleton X2
Pseudodragon X2
Violet Fungus X2
Zombie
Junior Wizard
Charlie the Chaos Hunter
Mystical Library
Chill Touch
Thunderwave

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 or the Auromancer take damage like you would 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)

Charlie the Chaos Hunter. Drawn by Giuls_sl on Instagram

2. Acquiring Auromon

With the world of Auromon being vast and filled with a multitude of creatures known as Auromon, as an Auromancer you are able to harness those Auromon to aid you in your tasks. There's many ways to acquire Auromon.

Seal Breaking

One of the best ways to get Auromon cards is from purchasing packs from around the world. Depending on your tier of play will determine what packs you get access to. Certain Packs will be offered from the following tiers:

  • First Tier (player levels 1–4)
  • Second Tier (player levels 5–10)
  • Third Tier (player levels 11–16)
  • Fourth Tier (player levels 17–20)

Each Tier will have its own set of card packs that the players will unlock as they reach the next tiers. These packs are combinations of Auromon creatures and spells. For example a Second Tier player will be able to access First and Second Tier card packs. This allows players to try new and stronger creatures and spells to summon while in addition allowing them to strengthen their older cards through Level Ups. Each card pack for the Auromancer to open and break the seal of contains usually 18 cards in it consisting of:

  • 8 Common Rarity Cards
  • 4 Uncommon Rarity Cards
  • 3 Spell Card
  • 2 Rare/Epic/Legendary Card
  • 1 Token (Once the players are in Second Tier)

The rarity of the last card in a pack varies by card pack. Card Packs can be found in the Card Pack section of this module which shows the tables players may roll from to see which cards they open from a pack on page X. They may also go to ____.com to buy physical copies of cards for their at home tables.

From the Wild

As you explore in this world of Auromon you will come across wild Auromon that may attack you . Wild Auromon have a chance to drop themselves as cards upon being defeated. When a wild Auromon gets defeated have each player who helped to defeat it roll a d100 to see if they get any cards from it. Depending on the chances to drop is dependent on that creatures CR. Evolved creatures only drop as there basic forms. Spell cards drops are random ones the Auromon could of cast chosen by DM.

Aurmon CR Auromon Creature Drop Chance Spell Card Drop Chance
0-4 60+ 65+
5-10 70+ 75+
11-16 80+ 85+
17-30 90+ 90+

Bosses / Duelists

With exploring dungeons some boss Auromon are sentient and may instead of attacking you like other wild Aurmon would they may themselves be Auromancers and possess decks of their own. From defeating them in a duel players can still roll to see if they give them any cards just like they would for a wild Auromon based on the enemies CR.

This is entirely up to playgroups if they would like to do antes. For friendly duels or tournaments players can do antes as form of an extra reward on top of other rewards. Antes consist of each player rolling for a random card from their deck to be given to the winner before a battle commences. It can help players build their decks more or possibly lose their key cards to making their deck function.

DM's can also arrange tournaments where players could face other Duelists to win exclusive Auromon cards or spells. Other ideas can include DM's introducing alternative art Auromon cards or if they want to include Homebrew creatures into the game as well.

Singles Shops

As your collecting your multitude of cards in your binder you may want to sell some for money that you may not have any need for. Around the world there are places to buy and sell single cards. Due to Single Cards being specific they cost more to buy then if you were to sell them. The rarity breakdown for selling is as follows

Card Types Gold
10 Commons 1GP
6 Uncommons 1GP
1 Spell 1 GP
1 Rare 1 GP
1 Epic 10 GP
1 Legendary 50 GP
1 Mythical 200 GP

The rarity breakdown of buying singles is as follows:

Card Types Gold
1 Common 1GP
1 Uncommon 5GP
1 Spell 15 GP
1 Rare 20 GP
1 Epic 30 GP
1 Legendary 500 GP
1 Mythical 1000 GP

Questing / Aid

Helping to make the world a better place is what Auromancers are known to do. Many people in the world need help with tasks that they need your help with. Some can offer money or even cards as rewards for helping them. Rarely some Auromon may need help with doing something and may ask you for help and can even give themselves or a card of themselves as a reward for a thank you. Some examples could include helping a guard watch over his post at night so he can spend time with his new born son and as a thank you he gives you a guard card. With the Guard being Sentient that card can summon an astral version of the guard card that looks like him but a different entity all together. Another example is helping an owl bear get a precious fruit from up in a tree that a bird stole. As a reward the owl bear can produce a card of itself from its own Auro to you as a thank you. You could also get spells depending on what the quest is but is up to DM interpretation.

3. Battles

Throughout your time playing Auromon you will not only be able to collect cards and bond with the Auromon you summon but will also be able to use them to fight even some of the most toughest of foes. This segment in the module will break down the details of fighting in battles against wild foes and other duelists.

Showcased here is just a few of the thousands of art that has been custom made for this project. To see more be sure to check out the Auromon Almanac for custom Stat Blocks.

The Battle Begins

In order for a battle to start either a player or their Auromon get attacked by a wild Auromon, have their Auromon attack a wild Auromon, or participate in a duel against another Auromancer. Once that happens everyone rolls initiative based on the Auromancer's initiative and the battle begins. upon being hit by a wild enemy or agreeing to a challenge from another auromancer each Auromancer/wild enemy will then share 25 feet between each other and the battle will begin. Think of each player going to opposite corner of a cube.

As the battle begins all Auromon out that players summoned between battles get shuffled into their owners decks and everyone draws their starting hand (Level 1 players draw 4 cards). Each player may choose any number of cards from their hand to send back to their deck and draw that many to replace them then shuffle their deck.

Each player then sets an Auromon from their hand face down on their duel disk's main monster zone (This uses a portion or all of their Level Cap which acts a currency in battles). Then all players reveal their face down Auromon summoning them anywhere 10 feet in front of them and the battle begins. This is their first Main Auromon.

Who ever goes first draws a card skips their Standby Phase and may not do any action to deal damage to another Auromon this turn. The Auromancer may still cast spells and summoning other Auromon as long as their Level Cap allows.

Turn Order

  • 1st Draw Phase
  • 2nd Standby Phase
  • 3rd Main Phase
    • Move
    • Action
    • Bonus Action
    • Reaction
    • Free Action
  • 4th End Phase

Draw Phase

During this phase you will draw one card from your deck. If you can not draw due to your deck having run out of cards the Auromancer will take 1 damage. The following turns the damage will increase by 1 until your Auromancer falls unconcious and loses the duel. Your hand can hold as many cards as you'd like.

Standby Phase

During this phase you will conduct any effect that would take place at the start of your creatures turn. You MUST use this phase to Summon a new Main Auromon if you do not control a Main Auromon on your turn. Your Level Cap returns to its max so you may spend it this turn as you see fit without it being reduced to below 0. This is also the phase where you may check to see if creatures have recharged their breath attacks.

Main Phase

In this phase you may do the following 5 subphases in any order: Move, Action, Bonus Action, Reaction and Free Action

  • Move

    • You may move yourself as the Auromancer (but may not enter the battle zone) or you may have your Auromon and/or tokens move up to their movement speed.
  • Action

    • You may use your Auromancer's action to command your Main Auromon to do any action in its stat block. They may also use their multi attack or do anything that they normally could that requires one action in a game of Dungeons and Dragons
  • Bonus Action (casting spell cards)

    • You may use this subphase to cast sells from your hand by subtracting the spells level (cantrips count as 0) from your Level Cap Section on your character sheet. You may do this as long as your Level Cap does not drop below 0 this turn. You may have your Main Auromon cast a spell card for you using their stat block to do so instead of yours.
      • Reaction spell cards from your hand are set face down on your duel disk in the spell/token zones. Spell cards that are face down may be activated as a reaction if it can be casted normally as a reaction once its conditions are met and they must wait until the end phase of the turn they are set to be used on any future turns.
  • Reaction

    • If a condition is met for you to reveal one of your face down reaction spell cards that has been set on a previous turn you may activate it if its condition is met. You may also activate any of your Auromon's reactions if the conditions are met for them to activate
  • Free Action (summoning Auromon in your token zones)

    • In this subphase you may summon any Auromon from your hand as long as their CR total does not deplete your Level Cap below 0 this turn. You may then command any and all of your Token Auromon to perform actions that they normally could in one round of combat. You may put an Auromon from your hand into one of the token zones on your duel disk. They keep all of their stats on their card BUT their HP is equal to 2 times their Auromancer's level.
    • You may also send your current Main Auromon to the graveyard to summon a new one from your hand (this is called Releasing). You may only release X number of times alloted by your character sheet. This does not count as losing an Auroshield.

End Phase

During this phase any effects that trigger when your turn ends or during the end phase will trigger now.

Ending a Battle

The battle ends for an Auromancer after they lose all of their Auroshields or their Auromancer runs out of Hp through not having enough cards in their deck.

Losing an AuroShield

After a player has killed an enemy's Main Auromon (through combat or spells making its HP reach 0), while it was face up on the field, that payer may then have their current Main Auromon project a spirit version of itself (its Aurospirirt) within 5ft of the player who just lost their Main Auromon. The Aurospirit then makes one melee or ranged attack (no multi attack) or cast one spell (the Aurospirirt knows) on that killed Auromon's Controller (using the Auromancer's AC to see if it hits). If that hits successfully and deals damage to that player they instead have that player lose 1 Auroshield. If a player at any point in a game loses all of their Auroshields they lose the game. After the Aurospirirt makes some sort of attack or casts a spell it vanishes from the field and the battle continues.

Auromon After a Battle

After a battle is completed Auromon will regain all of their health and unless a condition affects an Auromon for longer than 24 hours it is cured of that condition. In addition they regain all spell slots unless they are once per day abilities or once per day spells in which case they will have to wait until the next day to regain them.

Battle Terms

Some key words to know before getting started in a battle are explained down below

  • Deck - This is your pre-built collection of cards that can be changed at any long rest from your binder of cards you bring with you.

  • Drawing - This is done during your draw phase of your turn and at the start of the battle before you mulligan.

  • Mulligan - This is done when you draw your starting hand and you may shuffle in any cards of your choice and draw that same number.

  • Release - You are allowed to do two of these a combat until you gain more through leveling up your Auromancer. This is when you may send your Main Auromon you have out to Purgatory. You do not lose an Auro Shield as your opponent did not kill your Main Auromon through damage. You may then summon them like you normally would with reducing your Level Cap.

  • Spells

    • Basic Spells
      • Spells with a casting time of one action
    • Reaction Spells
      • Spells that must be set face down to be used on an opponents turn with a casting time of one reaction
    • Continuous Spells
      • Spells with a casting time of X minutes that will stay out on the field doing their effect for that ammount of time. They stay out until their time is up or they are destroyed in which case they go to the graveyard
    • Field Spells
      • A type of Continuous Spell that may only be used when in combat. It will transform the area around all of the Auromon currently engaged in battle and all Auromancers into a magical field that appears identical to the type of card played. These can have benefits and cons to certain types of Auromon. There can only be one active at a time. If another one is played it destroys the current one and sends it to the graveyard.
      • Auromancers are protected against any elements the field trigger when summoned. Protection/s include: Air Bubble when underwater to breathe, the ability to fly/float if in sky etc.
  • Zone These are the areas on your Duel Disk you may play cards in.

    • A Main Creature Zone
    • Four Spell/Token Zone
    • A Deck Zone
    • A Graveyard Zone
    • A Purgatory Zone
    • Middle Zone

Sample Duel Disk (Page 3 of player Sheet)

Duel Disk Zones

  • Main Auromon Zone
  • Spells/Token Zone
  • Deck
  • Graveyard
  • Purgatory
  • Middle Zone

Main Auromon Zone

This is the zone where you will cast an Auromon from your hand. You can use your action to command an action of a creature in this zone instead. Creatures in this zone can be released.

Spells/Token Zone

In this zone you may set a reaction spell here to be used for a future turn. Setting a reaction spell is a bonus action on your turn and using it in the future is a reaction. If a card would summon you a Token Auromon you must put it in one of the four Spell/Token Zones. If you do not have an open Spells/Token Zone then you may not set spells, cast spells or put a Token into play. Continuous Spells that have a concentration requirement must stay face up in the zone you play it in for as long as the spell allows. You may play an Auromon from your hand in a Token Zone but it's HP is 2 times your Auromancer's Level.

Deck

This is the Zone where your deck of X number of cards will be from you to draw from or shuffle cards into. After a battle is done you must shuffle all of your cards into your deck and any cards in purgatory must then be replaced with new cards from your binder. You then may summon your Key Card out of your deck if it is not in Purgatory.

Graveyard

If an Auroman gets sent to the graveyard it can only be put back into other zones during that fight with an effect. Some Auromon have effects that only work from here so pay attention to those carefully.

Purgatory

This is a strange place where Auromons put here can not be called out of ever in a fight unless a card specifically says it can. After a player long rest they can be added back into your deck

Middle Zone

  • Main Auromon HP Zone
    • This is where you will keep track of your Main Auromon HP as it goes up and down during a battle
  • Token Auromon HP
    • Each box inside the plus coresponds to the corner of your duel disk you placed the token. Any creature in the Token Auromon Zone (unless it says otherwise) will have its be 2 times your Auromanncer's Level
  • Releases
    • This box is used to keep track of how many releases you have left that you can do this combat
  • Level Cap
    • This is where you can keep track of how much of your Level Cap you have or can use each turn. This acts as a resource on your turns. For example if you are a level 1 Auromancer you can play as many Auromon for their CR and spells for their Spell Levels (Cantrips count as level 0). You may for instance play 2 CR 0.5 Auromon at level 1 in your token zones.
  • Spellcasting Ability
    • This is where you write the bonus that you get from your stat that you use. This is your character’s natural ability for spellcasting and where they draw their power from. Sacred Auromancers draw their power from their innate wisdom and understanding of nature, so their spellcasting ability comes from their Wisdom stat (Ex. +3).
  • Spell Save DC
    • This is where you will write your spell save DC for you as an Auromancer. Your Spell Save DC represents how difficult it is for your targets to resist your spell. The higher your Spell Save DC, the harder it is for them to resist it. For some spells, this is what monsters need to roll against to see if your spell actually hits (Ex 15).
  • Spell Attack Bonus
    • This is for your modifer to your spell attacks should be written. Sometimes you’ll need to roll to see if your spell hits your mark. Your Spell Attack bonus is what you add to your d20 attack roll (Ex +6). Spells go against the Armor Class (AC) of your target. If your roll plus your spell attack bonus meets or exceeds your target’s armor class, your spell succeeds.
  • Auromancer's AC
    • This is use to write down your AC as an Auromancer. If an enemy is able to defeat your Main Auromon in combat that enemy gets to make an attack against your AC no matter where they are on the field through projecting itself in front of you.
  • Auro Shields
    • Every time you as the Auromancer gets hit through your AC by losing a Main Auromon thats out on the field you lose 1 Auro Shield from your total (Starting total is 3). If you lose all three you lose the battle. When your own Auro Sheild is destroyed by any effect for each removed you may draw 2 cards and your Level Cap maximum is doubled from your original total on your next turn. These do not get removed when your wisps from your cards being face down get destroyed.
  • The Lower Lines
    • The lines below is the spot where you may write down any sort of bonuses given to your by your Background, Items, Class Path Awakenings as well as your Initiative. An example is: Taste of Power (for level 2 Power Auromancers). This give Auromon with a strength of 13 or higher they control +1 to hit on each of their attacks.

Card Keywords

  • Alternate
    • This is when a spell card is used in battle. It changes the cards effect to be its alternate form. This allows mundane spells to have combat purposes.
  • Co-Link
    • Referring to your Auromon and your teamates Auromon. This applies the ability to every Auromon you and your teamates have out (including tokens)
  • Level Limiter
    • This is an ability that can be activated or can be used a number of times equal to your Auromancer's level. Each basic card is defaulted level one until leveled up at a level up sigil (If Auromon is first evolution its level is 3, if second evolution it's default level is 5).
  • Setting a card face down
    • An Auromancer may choose to set a creature face down instead of playing them face up if they possess a "Turn Over" ability. They still have to subtract Level Cap based on creatures CR. On the field the face down creature will be a floating wisp of the type of Auromancer they are (Power Red, Sacrd Yellow, Mystic Blue). Each wisp has AC 8 HP 1 with the action "Psy-shock Magic Weapon Attack: +1 to hit, 5ft, one target. Hit: 1 force damage. They auto fail any skill checks made against them. When the wisp is destroyed the face down card flips up.
  • Turn Over
    • Auromon with this ability will activate this ability when they are flipped face up on the battle field. They are the only kind of Auromon that can be set face down from your hand instead of summoned face up. It's controller may turn it face up on anyones turn after they have ended turn with it being face down. When it turns face up trigger its turn over ability.

4. Spell Lists

Casting spells are channeling the Auro in its purest form. Auromancers can only cast a number of spells outside a battle equal to their spell card maximum until they take a long rest. Almost every spell has been adapted and made for this new game mode along with hundreds of custom art designed to put on the cards for each spell

Power Spells

With harnessing the strength of the Auro through being able to summon the mightiest of creatures and the most powerful damaging spells you can dominate the battlefield into your favor. Your spellcasting ability you will use is your Strength modifier. This is done through the Auro recognizing your strength no matter if its internal or an external one.

POWER THE STRENGTH SPELL CASTER

You will use your Strength modifier whenever a spell refers to your spell casting ability. In addition you use your Strength modifier when setting the saving throw for DC for a Power spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Strength Modifier

  • Spell Attack Modifier = your proficiency bonus + your Strength Modifier

Cantrips (0 Level)
  • Eldritch Blast
  • Fire Bolt
  • Mending
  • Prestidigitation
  • Produce Flame
  • True Strike
1st Level
  • Burning Hands
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic
  • Dissonant Whispers
  • Divine Favor
  • Ensnaring Strike
  • Feather Fall
  • Guiding Bolt
  • Hail of Thorns
  • Hellish Rebuke
  • Hunter's Mark
  • Identify
  • Inflict Wounds
  • Thunderous Smite
  • Witch Bolt
2nd Level
  • Beast Sense
  • Blur
  • Branding Smite
  • Darkness
  • Enlarge / Reduce
  • Find Traps
  • Flame Blade
  • Heat Metal
  • Hold Person
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Pass Without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Zone of Truth
3rd Level
  • Blink
  • Conjure Barrage
  • Create Food and Water
  • Dispel Magic
  • Fire Ball
  • Gaseous Form
  • Haste
  • Lightning Arrow
  • Nondetection
  • Sending
  • Water Breathing
4th Level
  • Aura of Purity
  • Blight
  • Dimension Door
  • Fabricate
  • Fire Shield
  • Greater Invisibility
  • Locate Creature
  • Phantasmal Killer
  • Staggering Smite
  • Stone Skin
5th Level
  • Banishing Smite
  • Commune with Nature
  • Conjure Volley
  • Destructive Wave
  • Dispel Evil and Good
  • Mislead
  • Passwall
  • Seeming
  • Tree Stride
  • Wall of Stone
6th Level
  • Blade Barrier
  • Contingency
  • Find the Path
  • Globe of Invulnerability
  • Move Earth
  • Transport via Plants
  • Wall of Thorns
7th Level
  • Etherealness
  • Plane Shift
  • Project Image
  • Sequester
  • Teleport
8th Level
  • Antimagic Sphere
  • Earthquake
  • Glibness
  • Mind Blank
  • Power Word Stun
9th Level
  • Foresight
  • Power Word Kill
  • Time Stop
  • Wish

Sacred Spells

With harnessing the Wisdom of the Auro through being able heal and keep your Auromon alive in battle you are able to cast some of the most supportive spells in the game. Your spellcasting ability you will use is your Wisdom modifier. This is done through the Auro recognizing your Wisdom to be able to know the best way to support your friends through the toughest of battles.

SACRED THE WISDOM SPELL CASTER

You will use your Wisdom modifier whenever a spell refers to your spell casting ability. In addition you use your Wisdom modifier when setting the saving throw for DC for a Sacred spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom Modifier

  • Spell Attack Modifier = your proficiency bonus + your Wisdom Modifier

Cantrips (0 Level)
  • Blade Ward
  • Druidcraft
  • Guidance
  • Light
  • Message
  • Ray of Frost
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Thorn Whip
1st Level
  • Bless
  • Command
  • Comprehend Language
  • Cure Wounds
  • Expeditious Retreat
  • False Life
  • Good Berry
  • Healing Word
  • Heroism
  • Illusory Script
  • Longstrider
  • Mage Armor
  • Magic Missle
  • Protection from Evil & Good
  • Purify Food and Drink
  • Sanctuary
  • Searing Smite
  • Shield
  • Shield of Faith
  • Speak with Animals
2nd Level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Barkskin
  • Calm Emotions
  • Dark vision
  • Enhance
  • Gentle Repose
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Misty Step
  • Moonbeam
  • Prayer of Healing
  • Rope Trick
  • Silence
  • Spider Climb
  • Spiritual Weapon
  • Warding Bond
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite
  • Clairvoyance
  • Crusader's Mantle
  • Daylight
  • Feign Death
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Plant Growth
  • Remove Curse
  • Revivify
  • Speak with Dead
  • Speak with Plants
  • Spirit Guardians
  • Vampiric Touch
  • Water Walk
4th Level
  • Aura of Life
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Dominate Beast
  • Freedom of Movement
  • Guardian of Faith
5th Level
  • Antilife Shell
  • Awaken
  • Circle of Power
  • Commune
  • Creation
  • Dream
  • Flame Strike
  • Geas
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Reincarnate
  • Wall of Force
6th Level
  • Arcane Gate
  • Circle of Death
  • Flesh to Stone
  • Forbiddance
  • Heal
  • Heroes’ Feast
  • True Seeing
  • Wind Walk
  • Word of Recall
7th Level
  • Divine Word
  • Finger of Death
  • Force Cage
  • Regenerate
  • Resurrection
  • Simulacrum
8th Level
  • Antipathy/Sympathy
  • Control Weather
  • Feeblemind
  • Holy Aura
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • Power Word Heal
  • True Resurrection
  • Wish

Mystic Spells

With harnessing the Intelligence of the Auro by being able cause chaos through affecting multiple enemies with your spells and causing dismay to your enemies you help to make weaklings out of your foes. Your spellcasting ability you will use is your Intelligence modifier. This is done through the Auro recognizing your Intelligence and knowledge of the elements within the Auro.

MYSTIC THE INTELLIGENCE SPELL CASTER

You will use your Intelligence modifier whenever a spell refers to your spell casting ability. In addition you use your Intelligence modifier when setting the saving throw for DC for a Mystic spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence Modifier

  • Spell Attack Modifier = your proficiency bonus + your Intelligence Modifier

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Friends
  • Poison Spray
  • Mage Hand
  • Minor Illusion
  • Shocking Grasp
  • Viscous Mockery
1st Level
  • Bane
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Create or Destroy Water
  • Detect Poison and Disease
  • Disguise Self
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Grease
  • Hex
  • Jump
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Thunderwave
  • Wrathful Smite
2nd Level
  • Alter Self
  • Augury
  • Blindness / Deafness
  • Cloud of Daggers
  • Continual Flame
  • Cordon of Arrows
  • Crown of Madness
  • Detect Thoughts
  • Enthrall
  • Flaming Sphere
  • Gust of Wind
  • Invisibility
  • Locate Object
  • Magic Mouth
  • Phantasmal Force
  • Shatter
  • Spike Growth
  • Suggestion
  • Web
3rd Level
  • Bestow Curse
  • Call Lightning
  • Counter Spell
  • Elemental Weapon
  • Fear
  • Fly
  • Glyph of Warding
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Wind Wall
4th Level
  • Arcane Eye
  • Compulsion
  • Confusion
  • Grasping Vines
  • Hallucinatory Terrain
  • Ice Storm
  • Stone Shape
  • Wall of Fire
5th Level
  • Cloud kill
  • Cone of Cold
  • Contact Other Plane
  • Contagion
  • Hold Monster
  • Insect Plague
  • Modify Memory
  • Scrying
  • Telekinesis
  • Transportation Circle
6th Level
  • Chain Lightning
  • Disintegrate
  • Eyebite
  • Guards and Wards
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Programmed Illusion
  • Sunbeam
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Fire Storm
  • Mirage Arcane
  • Prismatic Spray
  • Reverse Gravity
  • Symbol
8th Level
  • Demiplane
  • Dominate Monster
  • Incendiary Cloud
  • Maze
  • Tsunami
9th Level
  • Imprisonment
  • Meteor Swarm
  • Prismatic Wall
  • Storm of Vengeance
  • Weird
  • Wish

Field Spells

Field Spells are special Spells that remain continuous face up in the Spell/Token Zone once played and can only be used in battle.

Power Field Spells
  • Empowered Dojo
  • Empowered Battle Camp
  • Empowered Desert Throne
Sacred Field Spells
  • Sacred Cathedral
  • Sacred Fae Forest
  • Sacred Sacrifice
Mystic Field Spells
  • Mystical Academy
  • Mystical Library
  • Mystical Laboratory
Any Class Field Spells
  • Blood Flower
  • Burning Woods
  • Catacombs
  • Cementary
  • Cave
  • Coral City
  • Corn Field
  • Crystal Cave
  • Evil Forest
  • Dark Wood
  • Desert 1
  • Desert 2
  • Desert Throne
  • Dr. Lazurus Castle
  • Farm Stables
  • Forest
  • Forest Caravan
  • Frozen Lake
  • Full Moon
  • Hot Springs/Gyser
  • Jungle
Any Class Field Spells
  • Magma
  • Mine
  • Mountain Clearing
  • Mountain Top
  • Royale court
  • Savannah
  • Sea Side
  • Sewer
  • Sky
  • Space
  • Spacedorstion
  • Swamp
  • Rotting Swamp
  • Trap Floor
  • Under the Ocean
  • Underwater Pillar
  • Underwater Ruins
  • Underwater Treasure
  • Underworld
  • Village Walls
  • Village of Lo
  • Dusk Village of Lo
  • Webbed Cavern

5. Auromon Card Anatomy

6. Auromon Card Rarities

The rarity of Auromon in this world correspond to the level of play you are as characters. Once you reach the next tier of play you can gain access to obtain the next set of Auromon from the next card packs. Creatures in italics are homebrew Aurommon added to this game mode through Patreon tiers and creators ideas.

2nd Tier (player levels 5-10 & CR 5-10)

CR0

Commons
  • Awakened Shrub
  • Badger
  • Cat
  • Commoner
  • Crab
  • Deer
  • Frog
  • Hawk
  • Lemure
  • Lizard
  • Octopus
  • Owl
  • Quipper
  • Rat
  • Raven
  • Shriker
  • Spider
  • Weasel
Uncommons
  • Baboon
  • Eagle
  • Giant Fire Beetle
  • Goat
  • Jackal
  • Scorpion
Rare
  • Crawling Claw
  • Hyena
  • Myconid Sprout
  • Vulture
Epic
  • Orcam Child
Legendary
  • Homunculus

CR 1/8

Commons
  • Camel
  • Giant Crab
  • Mule
  • Pony
  • Twig Blight
Uncommons
  • Cultist
  • Kobold
  • Manes
  • Merfolk
  • Monodrone
Rare
  • Bandit
  • Guard
  • Flying Snake
  • Mastiff
  • Poisonous Snake
  • Tribal Warrior
Epic
  • Royal Bee
  • Flumph
  • Noble
Legendary
  • Aelita the Celestial Healer
  • Charlie the Chaos Hunter
  • Jinn the Gladiator Construct
  • Stirge

CR 1/4

Commons
  • Boar
  • Blink Dog
  • Giant Bat
  • Giant Lizard
  • Goblin
  • Grimlock
  • Panther
  • Riding Horse
  • Skeleton
Uncommons
  • Acolyte
  • Axebeak
  • Constrictor Snake
  • Duodrone
  • Giant Centipede
  • Pseudodragon
  • Pteradon
  • Smoke Mephit
  • Swarm of Bats
  • Wolf
  • Zombie
Rare
  • Dretch
  • Elk
  • Giant Frog
  • Giant Owl
  • Giant Poisonous Snake
  • Mud Mephit
  • Swarm of Rats
  • Violet Fungus
Epic
  • Needle Blight
  • Sprite
  • Steam Mephit
  • Swarm of Ravens
  • Jack O Lanturn
Legendary
  • Flying Sword
  • Giant Wolf Spider
  • Pixie
  • Troglodyte

CR 1/2

Commons
  • Ape
  • Black Bear
  • Giant Goat
  • Giant Seahorse
  • Gnoll
  • Ice Mephit
  • Myconid Adult
  • Piercer
  • Reef Shark
  • Satyr
  • Scout
  • Thug
  • War Horse Skeleton
  • Worg
Uncommons
  • Crocodile
  • Gas Spore
  • Gray Ooze
  • Lizardfolk
  • Magma Mephit
  • Orc
  • Rust Monster
  • Swarm of Insects
  • Tridrone
  • War Horse
Rare
  • Cockatrice
  • Darkmantle
  • Giant Wasp
  • Sahuagin
  • Vine Blight
Epic
  • Dust Mephit
  • Magmin
Legendary
  • Hobgoblin
  • Jackalwere
  • Shadow

CR1

Commons
  • Brown Bear
  • Death Dog
  • Dire Wolf
  • Dryad
  • Duergar
  • Ghoul
  • Giant Eagle
  • Giant Hyena
  • Hippogriff
  • Lion
  • Quaggoth Spore Servant
  • Quasit
  • Tiger
Uncommons
  • Faerie Dragon (Young)
  • Giant Octopus
  • Giant Spider
  • Half-Ogre
  • Imp
  • Spy
Rare
  • Giant Toad
  • Goblin Boss
  • Harpy
  • Scarecrow
  • Swarm of Quippers
Epic
  • Brass Dragon Wyrmling
  • Fire Snake
  • Quadrone
  • Specter
Legendary
  • Animated Armor
  • Copper Dragon Wyrmling
  • Star Crossed Lovers

CR2

Commons
  • Allosaurus
  • Ankheg
  • Berserker
  • Centaur
  • Druid
  • Giant Boar
  • Giant Constrictor Snake
  • Giant Elk
  • Gnoll Pack lord
  • Grick
  • Griffon
  • Hunter Shark
  • Merrow
  • Minotaur Skeleton
  • Nothic
  • Ogre
  • Pegasus
  • Plesiosaurus
  • Polar Bear
  • Rhinoceros
  • Saber-Toothed Tiger
  • Sahuagin Priestess
Uncommons
  • Awakened Tree
  • Cult Fanatic
  • Ettercap
  • Gargoyle
  • Ghast
  • Lizard Folk Shaman
  • Mimic
  • Myconid Sovereign
  • Ochre Jelly
  • Ogre Zombie
  • Orc Eye of Gruumsh
  • Specter
  • Swarm of Poisonous Snakes
  • Quaggoth
Rare
  • Black Dragon Wyrmling
  • Green Dragon Wyrming
  • Peryton
  • Poltergeist
  • Priest
  • Rug of Smothering
  • Spined Devil
  • White Dragon Wyrmling
Epic
  • Azer
  • Bandit Captain
  • Bronze Dragon Wyrmling
  • Pentadrone
  • Silver Dragon Wyrmling
Legendary
  • Gelatinous Cube
  • Gibbering Mouther
  • Intellect Devourer
  • Orog
  • Sea Hag
  • Wererat
  • Will-o'-Wisp

CR3

Commons
  • Anklyosaurus
  • Doppleganger
  • Giant Scorpion
  • Grell
  • Hook Horror
  • Killer Whale
  • Kuo-toa Monitor
  • Manticore
  • Minotaur
  • Nightmare
  • Owl Bear
  • Phase Spider
  • Winter Wolf
Uncommons
  • Green Hag
  • Hell Hound
  • Veteran
  • Wight
Rare
  • Bearded Devil
  • Blue Dragon Wyrmling
  • Gold Dragon Wyrmling
  • Yeti
  • Water Weird
Epic
  • Hobgoblin Captain
  • Mummy
  • Werewolf
Legendary
  • Basilisk
  • Knight
  • Spectator

CR4

Commons
  • Black Pudding
  • Elephant
  • Ettin
  • Gnoll Fang of Yeenoghu
  • Lamia
  • Lizard King
  • Lizard Queen
  • Shadow Demon
Uncommons
  • Chuul
  • Flameskull
  • Ghost
  • Succubus
  • Orc War Chief
Rare
  • Helmed Horror
  • Red Dragon Wyrmling
  • Wereboar
  • Weretiger
Epic
  • Couatl
Legendary
  • Banshee

2nd Tier (player levels 5-10 & CR 5-10)

CR5

Commons
  • Air Elemental
  • Bullete
  • Earth Elemental
  • Giant Crocodile
  • Giant Shark
  • Hill Giant
  • Night Hag
  • Revenant
  • Triceratops
  • Troll
  • Vampire Spawn
Uncommons
  • Barlgura
  • Fire Elemental
  • Half-Red Dragon Veteran
  • Otyugh
  • Sahuagin Baron
  • Salamander
  • Shambling Mound
Rare
  • Barbed Devil
  • Gladiator
  • Roper
  • Water Elemental
  • Xorn
Epic
  • Gorgon
  • Mezzoloth
  • Wraith
  • Young Remorhaz
Legendary
  • Cambion
  • Flesh Golem
  • Unicorn
  • Werebear

CR6

Commons
  • Cyclops
  • Drider
  • Invisible Staler
  • Mammoth
  • Wyvern
Uncommons
  • Chimera
  • Young White Dragon
  • Vrock
Rare
  • Chasme
  • Young Brass Dragon
Epic
  • Medusa
Legendary
  • Hobgoblin Warlord

CR7

Commons
  • Giant Ape
  • Grick Alpha
  • Stone Giant
Uncommons
  • Oni
Rare
  • Shield Guardian
Epic
  • Young Black Dragon
Legendary
  • Young Copper Dragon

CR8

Commons
  • Hezrou
  • Chain Devil
Uncommons
  • Tyrannosaurus rex
Rare
  • Cloaker
  • Assassin
Epic
  • Young Green Dragon
Legendary
  • Hydra
  • Young Bronze Dragon

CR9 - 10

Commons
  • Cloud Giant
  • Fire Giant
  • Deva
  • Yochlol
Uncommons
  • Treant
  • Aboleth
Rare
  • Glabrezu
Epic
  • Abominable Yeti
  • Young Blue dragon
  • Young Red Dragon
Legendary
  • Young Silver Dragon
  • Young Gold Dragon
  • Clay Golem
  • Stone Golem

3rd Tier (player levels 11-15 & CR 11-15)

CR 11 - 12

Commons
  • Dao
  • Gynosphinx
  • Roc
Uncommons
  • Efreeti
  • Djinni
Rare
  • Behir
  • Arcanaloth
Epic
  • Marid
  • Horned Devil
Legendary
  • Erinyes
  • Archmage

CR 13

Commons
  • Nalfeshnee
Uncommons
  • Treant
  • Aboleth
Rare
  • Glabrezu
Epic
  • Rakshasa
Legendary
  • Adult Brass Dragon
  • Adult White Dragon

CR 13

Commons
  • Cloud Giant
  • Fire Giant
  • Deva
  • Yochlol
Uncommons
  • Treant
  • Aboleth
Rare
  • Glabrezu
Epic
  • Abominable Yeti
  • Young Blue dragon
  • Young Red Dragon
Legendary
  • Young Silver Dragon
  • Young Gold Dragon
  • Clay Golem
  • Stone Golem

CR 14

Commons
  • Cloud Giant
  • Fire Giant
  • Deva
  • Yochlol
Uncommons
  • Treant
  • Aboleth
Rare
  • Glabrezu
Epic
  • Abominable Yeti
  • Young Blue dragon
  • Young Red Dragon
Legendary
  • Young Silver Dragon
  • Young Gold Dragon
  • Clay Golem
  • Stone Golem

CR 15

Commons
  • Cloud Giant
  • Fire Giant
  • Deva
  • Yochlol
Uncommons
  • Treant
  • Aboleth
Rare
  • Glabrezu
Epic
  • Abominable Yeti
  • Young Blue dragon
  • Young Red Dragon
Legendary
  • Young Silver Dragon
  • Young Gold Dragon
  • Clay Golem
  • Stone Golem

7. Auromon Card Packs

The card packs in this world are the best source for Auromon collecting. As you open a pack of cards it is known as breaking the seal and releasing the contents inside floating in front of the player who opened them.

The card packs are organized and can be unlocked as the players progress through levels in the game. It is organized into the same Tier System as players.

  • First Tier (player levels 1–4)
  • Second Tier (player levels 5–10)
  • Third Tier (player levels 11–16)
  • Fourth Tier (player levels 17–20)

Each Tier will have packs broken up into Early and Late Game Packs. These signify packs that can be unlocked as players reach the higher or lower end of a Tier by DM discretion. It also helps to show off the idea that card shops are getting new packs daily or perhaps the adventures travel around and discover shops that sell better packs then the previous did.

Each pack consists of the following:

  • 8 Common Rarity Cards
  • 4 Uncommon Rarity Cards
  • 3 Spell Card
  • 2 Rare/Epic/Legendary Card
  • 1 Token

To see what you will get from your pack you will roll in each table the number of times to see what cards you opened. For instance my character just bought an Ama's Athletes pack so I would roll to see what cards I obtained. I would roll a d20 5 times for from the commons list, then 2 times from the uncommon list, then a d12 once from the spell list and then finally roll a d12 from the Rares/Epics/Legendary list. These will be all the cards my character will now own in their binder.

You may also purchase physical copies of card packs as well as obtain card packs of specific creature typed singles for you to play with at your home games that you can check out at ____.com.

1st Tier Early Game Packs (Lvl 0-2)

Jin's Joust

Auromon inside of these packs are good for Power Auromancers that like to fight on the front lines.

d15 Rare
1 Hyena
2 Bandit
3 Guard
4 Mastiff
5 Tribal Warrior
6 Elk
7 Swarm of Rats
8 Giant Wasp
9 Sahuagin
10 Goblin Boss
11 Harpy
12 Swarm of Quippers
13 Peryton
14 2
15 Spined Devil
d8 Epic
1 1/8
2 1/4
3 1/4
4 1/4
5 1
6 1
7 2
8 2
d4 Legendary
1 1/4
2 1/2
3 1
4 2
d20 Spell
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 1
10 1
11 1
12 1
13 1
14 1
15 1 Field
16 2
17 2
18 2
19 2
20 2
d40 Common
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 1/8
9 1/8
10 1/4
11 1/4
12 1/4
13 1/4
14 1/4
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1/2
21 1/2
22 1
23 1
24 1
25 1
26 1
27 1
28 1
29 2
30 2
31 2
32 2
33 2
34 2
35 2
36 2
37 2
38 2
39 2
40 2
d30 Uncommon
1 0
2 0
3 0
4 0
5 1/8
6 1/8
7 1/8
8 1/4
9 1/4
10 1/4
11 1/4
12 1/4
13 1/4
14 1/2
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1
21 1
22 1
23 2
24 2
25 2
26 2
27 2
28 2
29 2
30 2

Charlie’s Chaos

Auromon inside of these packs are great for Mystic players and those that love elemental damage. It contains creatures that can cast spells with magical effects on their own while also having some protection against magic as well.

d15 Rare
1 0
2 1/8
3 1/8
4 1/8
5 1/4
6 1/4
7 1/4
8 1/2
9 1/2
10 1
11 1
12 1
13 2
14 2
15 2
d8 Epic
1 1/8
2 1/4
3 1/4
4 1/4
5 1
6 1
7 2
8 2
d4 Legendary
1 1/4
2 1/2
3 1
4 2
d20 Spell
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 1
10 1
11 1
12 1
13 1
14 1
15 1 Field
16 2
17 2
18 2
19 2
20 2
d40 Common
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 1/8
9 1/8
10 1/4
11 1/4
12 1/4
13 1/4
14 1/4
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1/2
21 1/2
22 1
23 1
24 1
25 1
26 1
27 1
28 1
29 2
30 2
31 2
32 2
33 2
34 2
35 2
36 2
37 2
38 2
39 2
40 2
d30 Uncommon
1 0
2 0
3 0
4 0
5 1/8
6 1/8
7 1/8
8 1/4
9 1/4
10 1/4
11 1/4
12 1/4
13 1/4
14 1/2
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1
21 1
22 1
23 2
24 2
25 2
26 2
27 2
28 2
29 2
30 2

Aelita's Alleviation

Auromon inside of these packs are great for Sacred Users and for players that like to be there to help out their teams. It contains cards that can heal others and help to protect others through raising their AC.

d15 Rare
1 0
2 1/8
3 1/8
4 1/8
5 1/4
6 1/4
7 1/4
8 1/2
9 1/2
10 1
11 1
12 1
13 2
14 2
15 2
d8 Epic
1 1/8
2 1/4
3 1/4
4 1/4
5 1
6 1
7 2
8 2
d4 Legendary
1 1/4
2 1/2
3 1
4 2
d20 Spell
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 0
9 1
10 1
11 1
12 1
13 1
14 1
15 1 Field
16 2
17 2
18 2
19 2
20 2
d40 Common
1 0
2 0
3 0
4 0
5 0
6 0
7 0
8 1/8
9 1/8
10 1/4
11 1/4
12 1/4
13 1/4
14 1/4
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1/2
21 1/2
22 1
23 1
24 1
25 1
26 1
27 1
28 1
29 2
30 2
31 2
32 2
33 2
34 2
35 2
36 2
37 2
38 2
39 2
40 2
d30 Uncommon
1 0
2 0
3 0
4 0
5 1/8
6 1/8
7 1/8
8 1/4
9 1/4
10 1/4
11 1/4
12 1/4
13 1/4
14 1/2
15 1/2
16 1/2
17 1/2
18 1/2
19 1/2
20 1
21 1
22 1
23 2
24 2
25 2
26 2
27 2
28 2
29 2
30 2

Captain Scotts Treasures

This pack is all around Auromon that when evolved will get you items or money to help you get an economic advantage in this world compared to other packs. The spells help for you and your Auromon to sneak around.

d20 Common
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Spell
1 0
2 0
3 0
4 0
5 0
6 1
7 1
8 1
9 1
10 2
11 2
12 3
d20 Uncommon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Rare/Epic/Legendary
1 Rare
2 Rare
3 Rare
4 Rare
5 Rare
6 Rare
7 Epic
8 Epic
9 Epic
10 Epic
11 Legendary
12 Legendary

The Swindlers Crew

The Auromon in this pack are all around creatures that like to work with their allies to give themselves and others a stronger combat advantage. A popular ability in this pack is Pack Tactics.

d20 Common
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Spell
1 0
2 0
3 0
4 0
5 0
6 1
7 1
8 1
9 1
10 2
11 2
12 3
d20 Uncommon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Rare/Epic/Legendary
1 Rare
2 Rare
3 Rare
4 Rare
5 Rare
6 Rare
7 Epic
8 Epic
9 Epic
10 Epic
11 Legendary
12 Legendary

1st Tier Late Game Packs

A Ghoul's Best Friend

Auromon inside of these packs are great for being able to work with cards that have effects that apply poison in an area.

d20 Common
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Spell
1 0
2 0
3 0
4 0
5 0
6 1
7 1
8 1
9 1
10 2
11 2
12 3
d20 Uncommon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Rare/Epic/Legendary
1 Rare
2 Rare
3 Rare
4 Rare
5 Rare
6 Rare
7 Epic
8 Epic
9 Epic
10 Epic
11 Legendary
12 Legendary

Dragon's Den

Auromon inside of these packs are dragon cards that are some of the strongest magic creatures you can have early game. The use of some of these cards revolves around the use of dragons taking advantage of their breath attacks.

d20 Common
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Spell
1 0
2 0
3 0
4 0
5 0
6 1
7 1
8 1
9 1
10 2
11 2
12 3
d20 Uncommon
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d12 Rare/Epic/Legendary
1 Rare
2 Rare
3 Rare
4 Rare
5 Rare
6 Rare
7 Epic
8 Epic
9 Epic
10 Epic
11 Legendary
12 Legendary

Changelog

3/28/2021 (Version 0.1)

  • Introductory Note
  • Creating an Auromancer
  • Class Features
  • Enhanced Backgrounds
  • Class Path Discovery
  • Auromancer Level Up Features

4/4/2021 (Version 0.2)

  • Class Path Awakening
  • Power Class Path
  • Celestial Class Path
  • Mystic Class Path

4/12/2021 (Version 0.3)

  • Aquiring Auromon

    • Seal Breaking
    • From the Wild
    • Bosses/Duelists
    • Singles Shops
    • Level Ups
    • Questing/Aid
  • Battles

    • Battle Terms
    • The Battle Begins
    • Turn Order
    • Ending a Battle
  • Added Table of Contents

  • Added Changelog

4/19/2021 (Version 0.4)

  • Added Bonding
  • Added Spell List of Levels Cantrip-3
    • Added Strength Spell Casting
    • Added Celestial Spell Casting
    • Added Mystic Spell Casting
  • Added more FAQ's

4/30/2021 (Version 0.5)

  • Fourth Level Spells
  • Auromon Almanac
  • Auromon Almanac Chapter CR 0
    • Thornmonger
    • Biomorphed Baboon
    • Badgerang

5/30/2021 (Version 0.6)

  • Auromon Rarities
    • CR 0
    • CR 1/8
    • CR 1/4

6/6/2021 (Version 0.7)

  • Spell Lists Completed for Every Level
  • Auromon Rarities
    • CR 1/2

6/13/2021 (Version 0.8)

  • New Auromon
    • Shark Egg
    • Dragon Egg
  • Auromon Rarities
    • CR 1 & 2

6/20/2021 (Version 0.9)

  • New Paragraph about Maximum Spell Card Usage
  • From the Wild Auromon CR Change
  • Ending A Battle Paragraph
  • After Battle Effects Paragraph
  • New Auromon
    • Star Crossed Lovers
  • Auromon Rarities
    • CR 3
  • Auromon Log

6/28/2021 (Version 1.0)

  • Auromon Card Pack Number Adjustment
  • Ama's Athletes Card Pack List
  • Batsy of Darkness
  • Angelic Kitten

7/4/2021 (Version 1.1)

  • Auro Points
  • Town Mob

7/13/2021 (Version 1.2)

  • Added Wisdom to saving throw
  • New Auromon
    • Seamore Shell Collector
    • Necromancer's Hand
    • Hands of the Damned
  • Podcast Exclusive: first look at signature abilities

7/13/2021 (Version 1.3)

  • New Auromon
    • Hornacles
    • Aya Guardian of the Sky
    • Viru the Psionic Frog

1/3/2022 (Version 1.4)

  • Added Official New Cover Page
  • Added New Enhanced Backgrounds
    • Pirate
    • Ninja
  • Moved Auromon to a separate Almanac for better viewing

1/10/2022 (Version 1.5)

  • Added Auromon CR can not exceed player CR and be included in an Auromancers Deck in starting deck size section.
  • Added the Auromon Creature Types Signature Abilities section to the Auromon Almanac

2/3/2022 (Version 1.6)

  • Level Up Continued Section

2/9/2022 (Version 1.7)

  • Finished CR 5

2/28/2022 (Version 1.8)

  • Updated Level Up Section
  • Added Turn Order Section

3/4/2022 (Version 1.9)

  • Added Sample Duel Disk Section

3/9/2022 (Version 2.0)

  • Updated Names and Grammatical Errors
  • Added CR 6
  • Added CR 7
  • Added CR 8

3/10/2022 (Version 2.1)

  • Renamed Celestial to Sacred
  • Updated Battle Terms Section

3/21/2022 (Version 2.2)

  • Updated Sample Duel Disk Section
  • Added CR 9-10

1/3/2022 (Version 2.2)

  • Updated Entire Battle System

7/19/2023 (Version 2.3)

  • Added New Starter Deck Cards
  • Updated
  • Fixed Sailor Background
  • Removed old Level Up Mechanic
  • Added Chapter Evolution Mechanic
  • Cleaned up Battle Page
  • Started Auromancer Card Anatomy
 

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