Auramancer

by Cannibalistic Pandas

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Auramancer

Auramancer

quick build

You can make an auramancer quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Constitution, or Charisma if you plan to adopt the Archon aura specialization. Second, choose the soldier background.

Class Features

As an auramancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per auramancer level
  • Hit Points At First Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per auramancer level

Proficiencies


  • Armor: Light Armor, Medium armor, and Shields
  • Weapons: Martial weapons, Simple weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

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

  • (a) Scale armor or (b) Leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Aura Arts

Starting at 1st level, your training has taught you how to harness auras. Your access to this power is represented by a number of aura points. Your auramancer level determines the number of points you have, as shown in the Aura Pool column of the Auramancer table.

You can spend these points to fuel various aura features. You start knowing two such features: Attraction and Aura Infusion. You learn more aura features as you gain levels in this class.

When you expend an aura point it is unavailable until you take a long rest. Taking a long rest regains all aura points.

Some of your aura features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Aura DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)
the auramancer
Level Proficiency Bonus Features Aura Pool
1st +2 Aura Arts, Weightless Touch 2
2nd +2 Fighting Style, Territory 4
3rd +2 Aura Specialization 6
4th +2 Ability Score Improvement 8
5th +3 Aura Shield, Extra Attack 10
6th +3 Aura Spark 12
7th +3 Aura Specialization feature 14
8th +3 Ability Score Improvement 16
9th +4 Refined Aura Infusion 18
10th +4 Empowered Territory 20
11th +4 Aura Specialization feature 22
12th +4 Ability Score Improvement 24
13th +5 Aura Rush 26
14th +5 Aura Spark Improvement 28
15th +5 Aura Specialization feature 30
16th +5 Ability Score Improvement 32
17th +6 Refined Aura Infusion 34
18th +6 Empowered Territory Improvement 36
19th +6 Ability Score Improvement 38
20th +6 Collapse 40

Attraction

You can spend 1 aura point to pull an object weighing up to 5 pounds within 60 feet, that isn’t being worn or carried towards you. You can spend up to 4 additional aura points to increase the weight limit and distance by an additional 5 per point spent. Additionally, at 11th level the weight limit and distance is increased from 5 to 10 pounds.

Aura Infusion

You can infuse part of your own aura into your strikes. When you hit a creature with a weapon attack, you can expend 1 aura point to deal an additional 1d6 force damage.

When you reach 5th level the amount of aura points that you can expend per aura infusion is increased by 1, and again at 9th, 13th, and 17th level.

Weightless Touch

Starting at 1st level, your manipulation of your aura makes things you wear and wield feel almost weightless. You gain the following benefits:

  • You do not suffer from weight penalties from your equipment, and you cannot be encumbered by your equipment.

  • When you wield a versatile weapon one-handed you can treat that weapon as if it has the light property.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to your damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Throw Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Territory

At 2nd level, you are capable of surrounding yourself in a field of various aura effects that are under your control.
By spending 1 aura point and a bonus action, you can construct a 15-foot-radius aura field. This field is centered on yourself and last for 1 minute. You can end this effect on your turn as part of any other action, or if you fall unconscious, this effect ends.

Whenever a creature moves into or starts its turn in your Territory, you can choose to have it make a Strength saving throw against your Aura DC. On a failure, choose one of the following effects:

  • It's next Strength or Dexterity (your choice) saving throw is made with disadvantage
  • It's next attack roll is done with disadvantage
  • It's movement is halved until the start of your next turn.
  • It's Push or Pull 10-feet in a straight line

Aura Specialization

At 3rd level, you choose a specialization that you incorporate in your ways of aura manipulate.
Choose between: Tactical, Weightless, or Archon.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of yours by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aura Shield

At 5th level, you learn to coat your body with a dense aura. As a reaction, you can expend 1 aura point to add a +4 to your AC until the start of your next turn, including against the triggering attack.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura Spark

At 6th level, you learn how to control your aura in unique ways. As a bonus action, you can expend 2 aura points to use one of the following Aura Spark options.

Wave

You project a 10 foot long and 5 foot wide line of aura slashes from you in a direction of you choose. Each creature in the line must make a Dexterity saving throw against your Aura DC. A creature takes 2d6 force damage on a failure or half as much on a successful one.

Spikes

You project spikes of your aura impaling a creature within 10 feet of you. The target must succeed on a Dexterity saving throw against your Aura DC. On a failed save, the target takes 1d6 force damage and is restrained. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.

Beam

You discharge a condensed beam of solidified aura.
Make a ranged attack roll against a target that is within 60 feet of you. On a hit, the target takes 1d6 force damage and is knocking back 10 feet.

Bullets

You create 2 bullets of compressed aura. Make a ranged attack roll against a target that is within 60 feet of you. Each bullet requires a separate attack roll, and deals 1d6 force damage.

Refined Aura Infusion

By 9th level, manipulating your aura into your strikes has become second nature to you. Your aura infusion die is increased to a d8. At 17th level, they increase to a d10.

Empowered Territory

Beginning at 10th level, while your Territory is active you can expend 1 aura point to empower it. Until the start of your next turn, the distance of the Territory is doubled and deals 1d8 force damage to every creature of your choice that is currently being affected by it.

At 18th level the damage is increased to 3d8 and the distance is tripled instead of doubled.

Aura Rush

At 13th Level, your mastery of manipulating your aura has allowed you to rapidly accelerate and decelerate. On each of your turns in combat you can use your bonus action to use the dash or disengage action.

Aura Spark Improvement

Starting at 14th level, you are able to increase the destructive nature of Aura Spark. Each Aura Spark option now deals 1 additional damage die, and its range is doubled.

Collapse

At 20th level, you directly assault a creature's aura attempting to cause it to breakdown. As an action, you can expend a number of aura points up to a half your maximum, to have your target make a Charisma saving throw against your Aura DC. On a failed save, the target takes 1d6 force damage for every aura point expended, or half as much damage on a successful one.

You must finish a long rest before you can use this feature again.

Aura Specializations

Different auramancers choose different ways to manipulate auras. The aura specializations you choose to emulate reflects your way of manipulation. Choose between Tactical, Weightless, or Archon.

Tactical

Those who choose Tactical have extensively studied the effects of their auras have on objects that interact with them. These auramancers have undergone extensive research and desire to see the extent of what the force behind auras can grow and become.

Stratagem

At 3rd Level, you can now place your Territory at a location that is within your sight out to 60 feet instead of originating from yourself. Additionally, you can move the location of your Territory as a bonus action.

Fortification

At 7th level, as a reaction you can expend 1 aura point to use the feature Aura Shield on an ally that is within 60 feet of you that you can see. Additionally, when a creature fails its save against your Territory, you can choose an additional effect to impose.


Vortex

At 11th level, by expending 1 aura point and a bonus action, you can cause your Territory to create a whirlpool effect. The whirlpool effect creates a 5 feet wide vortex in a point of your choosing, each creature of your choice in your Territory must make a Strength saving throw against your Aura DC.

On a failed save, the creature takes 2d6 bludgeoning damage and is pulled 10 feet closer to the center of the whirlpool, or half as much and it's not affected by the vortex effect.

Aura Detonation

At 15th level, as an action, you can expend 10 aura points to cause an explosion of raw energy around you. Each hostile creature in your Territory must make a Constitution saving throw against your Aura DC. A creature takes 12d6 force damage on a failed save, or half as much damage on a successful one.

Weightless

The Weightless specialization are those who seek mastery in altering aura in unconventional ways. They excel at creating advantages for themselves when they hinder their foes.

Aura Shift

At 3rd level, you have learned how to reduce your own weight while manipulating your aura. When you activate the Territory feature, you can expend 1 additional aura point to gain the effects of the levitate spell. When your Territory feature expires this effect ends as well.

At 11th level, you can expend 2 additional aura points to gain the effects of the fly spell instead.

Equivalent Exchange

Beginning at 7th level, once per round, when you imposed an effect with your Territory you gain the following benefit, depending on the effect you choose. You can only have one effect on you at a time.

  • If you caused the creature to have disadvantage on its next Strength or Dexterity saving throw, you gain advantage on your next corresponding saving throw.
  • If you caused the creature to have disadvantage on its next attack roll, you gain advantage on your next attack roll.
  • If you caused the creature to have it's movement reduced, your movement is increased by half of its base amount.
  • If you Pushed or Pulled a creature, you can Push or Pull and ally up to 10 feet in a straight line.

Dynamic Territory

At 11th level, at the start of each of your turns, while your Territory is active you gain one of the following effects (your choice). You can only have one effect on you at a time.

  • You are unhindered by difficult terrain.
  • Your Acrobatics and Athletics checks are made with advantage.
  • You can add half your proficiency bonus to Stealth and Sleight of Hand checks.
  • You can expend 1 additional aura point when you use Aura Infusion.

Extinguish

At 15th level, as an action you can expend 10 aura points to attempt to destroy the very essence of a creature. The creature must be in your Territory and and its CR can not exceed half your auramancer level. It makes a Constitution save against your Aura DC, or be destroyed. (If used on an undead or construct they automatically success.)

Archon

Those who choose Archon specialization in casting spells, and bolstering their allies using their aura. They have also been known to effect the aura of those around them as well.

Spellcasting

When 3rd level, you learn the ability to cast spells by influencing one's aura. See chapter 10 for general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Archon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Archon table shows when you learn more sorcerer spells of 1st level or higher. For instance, when you reach 7th level in this class you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Archon spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Bolstering Territory

Beginning at 3rd level, whenever you or a friendly creature in your Territory must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum bonus of +1). You must be conscious to grant this bonus.

Archon Spellcasting

Auramancer Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Infused Spells

Starting at 7th level, you have learned how to modify your spells empowering them with aura. When you cast a spell, you can expend 1 aura point to increase your Spell save DC or Spell attack modifier on that spell by 1. At 15th level, the amount of points you can expend per infused spell increase to 2.

Oppression

At 11th level, when a creature in your Territory makes a saving throw against a spell you cast it does so with disadvantage.

Distribute

At 15th level, as an action, you can expend 10 aura points to have your territory siphon life from others. Each creature of your choice in your Territory must make a Constitution saving throw against your Aura DC. A creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half the amount of necrotic damage dealt. If the amount healed would be over your maximum health, you heal to your maximum hit points and a creature of your choice in your Territory can heal for the remaining amount.

Credits

In this section I like to give credit to the ones who help me create and test my homebrew material, as well as all the artists whose artwork inspired me. As I believe it is important for them to be recognized for their creativity to inspire through visuals or seeing just how far they can push a character to the point of no return. So thank you for all that you have done.

Testers

A special thanks to the creative minds that helped me create and test this class. Without you I would never have done any of this.

Art

Images used in this document and links to the originals are listed below.

Document Image: Dual Frost by Nick Gan
Cover Art: Archon by goolooO-o
Page 3: Ofushikai by Le Vuong
Page 4: Zems - Culling the Stray by Deiv Calviz
Page 5: 【PFFK 】彷徨う鎧 by Ssaberiii
Page 6: Templar Assassin by Igor Artyomenko

 

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