Divine Aura

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Revision as of 17:44, 14 January 2023 by Wioum (talk | contribs) (Created page with "<noinclude>''This is a class feature for classes such as Crusader and Paladin'' </noinclude>At 4th level, just your divine presence has an overwhelming effect on you and your companions. You may choose one Aura. At 16th level, you may choose another Aura. Additionally, the range of your Auras increases to 30 feet. ===Aura of Protection=== {{:Aura of Protection}}You and friendly creature within 10 feet of you gains a bonus to contested checks against them equal...")
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This is a class feature for classes such as Crusader and Paladin

At 4th level, just your divine presence has an overwhelming effect on you and your companions. You may choose one Aura.

At 16th level, you may choose another Aura. Additionally, the range of your Auras increases to 30 feet.

Aura of Protection

  • You and friendly creature within 5 meters of you gains a bonus to contested checks against them equal to your Charisma modifier (with a minimum bonus of +1) and a bonus to AL equal to half your Charisma modifier (with a minimum bonus of +1).You and friendly creature within 10 feet of you gains a bonus to contested checks against them equal to your Charisma modifier (with a minimum bonus of +1) and a bonus to AC equal to half your Charisma modifier (with a minimum bonus of +1).

Aura of Courage

  • You and friendly creature within 5 meters of you can't be frightened.
  • Whenever you or any friendly creatures within 5 meters of you score a critical hit or reduce a creature to 0 hit points, the creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature's target must also succeed on a contested Will against your spell save DL or be frightened of the creature until the end of its next turn.

You and friendly creature within 10 feet of you can't be frightened.

Additionally whenever you or any friendly creatures within 10 feet of you score a critical hit or reduce a creature to 0 hit points, the creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).

The creature's target must also succeed on a Wisdom saving throw against your spell save DC or be frightened of the creature until the end of its next turn.

Aura of Vitality

  • You and friendly creatures within 2 meters of you has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
  • You can use a bonus action to cause you or any friendly creature within 2 meters of you to regain 1d6 hit points.

You and friendly creatures within 10 feet of you has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

You can use a bonus action to cause you or any friendly creature within 10 feet of you to regain 1d6 hit points.

Aura of Purity

You and friendly creatures within 10 feet of you can't become diseased, has resistance to poison damage, and has advantage on saving throws against curses, reductions to ability scores, reductions to hit point maximums and effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned.