carrdrivesyou
2022-04-22, 05:56 PM
So I've been working on this for a while now, but the thing my friend and I can't seem to agree on are the auras. Small, passive, but always on buffs. She thinks that they make things too easy for everyone, meanwhile, I think that's the entire point of the class. It's the best "5th Man" of the group, so to speak. Below, I have adjusted the auras to better fit 5e's framework and power scaling, but she is insisting that these are "game breaking." I can't bring myself to agree, because at best, these are preventing drops in the bucket for damage at level, or granting expertise to a narrow subset of skills to someone who has to stay relatively close to you to benefit from it. Please let me know if I am in the wrong here or if 5e is just that bad at accepting homebrew that isn't sword swinging or spell slinging?
Level = Aura Bonus
1st to 4th = +2
5th to 8th = +3
9th to 12th = +4
13th to 16th = +5
17th to 20th = +6
Energy Shield: (7th Level or Higher) Choose a damage type: acid, cold, fire, lightning, or poison. Any creature within 5 feet of you that strikes you with a melee attack takes damage of that type equal to twice your aura bonus. You can use a bonus action to change the damage type of this aura.
Lore: This aura grants you a bonus on Intelligence (Arcana), Intelligence (History), and Intelligence (Nature) checks.
Power: This aura grants you a bonus to melee weapon damage rolls. The damage type is acid, cold, fire, lightning, or poison, chosen when you project this aura. You can use a bonus action to change the damage type of this aura.
Presence: This aura grants you a bonus on Charisma (Deception), Charisma (Persuasion), and Charisma (Intimidation) checks.
Resistance: This aura reduces acid, cold, fire, lightning, and poison damage that you take by an amount equal to your aura bonus.
Resolve: This aura grants you a bonus on Constitution Saving Throws made to maintain your concentration on a spell, as well as on Saving Throws against fear, paralysis, and sleep effects.
Senses: (7th Level or Higher) This aura grants you a bonus on Wisdom (Perception) checks, Wisdom (Insight) checks, and on initiative rolls.
Toughness: This aura reduces bludgeoning, piercing, and slashing damage that you take from nonmagical weapons by an amount equal to your aura bonus.
Vigor: At the start of each of your turns, this aura gives a number of temporary hit points equal to twice your aura bonus. You don’t gain this benefit if you have 0 hit points.
Shadow: Your aura dampens the presence of those around you. This aura grants you a bonus on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
Level = Aura Bonus
1st to 4th = +2
5th to 8th = +3
9th to 12th = +4
13th to 16th = +5
17th to 20th = +6
Energy Shield: (7th Level or Higher) Choose a damage type: acid, cold, fire, lightning, or poison. Any creature within 5 feet of you that strikes you with a melee attack takes damage of that type equal to twice your aura bonus. You can use a bonus action to change the damage type of this aura.
Lore: This aura grants you a bonus on Intelligence (Arcana), Intelligence (History), and Intelligence (Nature) checks.
Power: This aura grants you a bonus to melee weapon damage rolls. The damage type is acid, cold, fire, lightning, or poison, chosen when you project this aura. You can use a bonus action to change the damage type of this aura.
Presence: This aura grants you a bonus on Charisma (Deception), Charisma (Persuasion), and Charisma (Intimidation) checks.
Resistance: This aura reduces acid, cold, fire, lightning, and poison damage that you take by an amount equal to your aura bonus.
Resolve: This aura grants you a bonus on Constitution Saving Throws made to maintain your concentration on a spell, as well as on Saving Throws against fear, paralysis, and sleep effects.
Senses: (7th Level or Higher) This aura grants you a bonus on Wisdom (Perception) checks, Wisdom (Insight) checks, and on initiative rolls.
Toughness: This aura reduces bludgeoning, piercing, and slashing damage that you take from nonmagical weapons by an amount equal to your aura bonus.
Vigor: At the start of each of your turns, this aura gives a number of temporary hit points equal to twice your aura bonus. You don’t gain this benefit if you have 0 hit points.
Shadow: Your aura dampens the presence of those around you. This aura grants you a bonus on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.