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animorte
2023-10-17, 10:31 AM
Welcome to the 5e D&D Base Class Contest 27!

Our voted theme for this next contest is…


Teamwork Makes the Dream Work!
Write a class with an intense focus on co-operation. Do you feel like classes are too stream-lined and selfish? Perhaps you want to bring supportive options to the forefront. Maybe there's a dedicated instigator that the party needs. It could even be possible to create a conduit through which other party members are able to combine their efforts.


The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

As a brewer, you may include non-homebrew content alongside your submission, like design rationales or the math you used to determine certain features. However, please keep this extraneous content separate from the main content, such as in a spoiler or a separate post. Reviewers aren't obligated to read these notes before voting.

New D&D 5e Base Class Contest: Discussion Thread (https://forums.giantitp.com/showthread.php?649862-New-D-amp-D-5e-Base-Class-Contest-Discussion-Thread&p=25585555#post25585555)

Deadline: November 29th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Gnomes2169
2023-10-23, 09:16 AM
Well, let's get this party started, then. :smallredface:

My submission will be the Soulbound (https://forums.giantitp.com/showthread.php?661403-The-Soulbound&p=25892258#post25892258), which is a support-based class that's got some ghosty things to it because it's October, time to get SpOoOoOoky~

Just to Browse
2023-11-22, 03:44 PM
The Warlord
An orc and her retinue burst out of from silent undergrowth to ambush against a camp of gnolls, spurring her companions forward and driving her demonic enemies back with a fearsome war cry.

As the sun sets on a bloody battlefield, a knight clad in dark armor stands before an army of the dead celebrate their fresh conquest of the mortal world, seeping discolored necromantic magics into the very air.

A heavily-scarred human plants her sword in the sand of a cave in the Avernian desert alongside her war party. Through the heavy weight of heat and planar madness permeate this place, the air around her flows with a cool, gentle breeze, allowing her allies a place to rest in comfort.

Warlords are leaders, banner-raisers, and tacticians. Through martial prowess, they protect allies, find holes in foes' defenses, and inspire their fellow warriors to greater heights. Whether diving are the forefront of a battle or strategizing from the back lines, a warlord is the ultimate team member on the battlefield.

Flexible Strategies
War is not a simple exercise. A shifting of the battle front, a hidden weapon, or a bit of treacherous terrain can shift an easy victory into a desperate loss at the drop of a coin. The skills of a warlord are ideal for this, with flexible tactical tools that allows them to make the most of their allies' capabilities, and a breadth of resources that help them contribute on the battlefield, in the dungeon, or on long expeditions.

This flexibility, both in builds and in round-to-round combat, makes the warlord far more complex than most classes. Tracking allies, enemies, and terrain across wide battlefields can be taxing for some players, and might lead to analysis paralysis at the table. The warlord will be at its strongest and most fun if you're willing to pay close attention to the battlefield, so be aware of that before you play one.

Strength Through Cooperation
Unlike many classes, the strengths of a warlord are best exemplified through their allies: moving allies forward to block off a key chokepoints, giving empowered allies additional opportunities to strike, or pushing a foes into positions that others can take advantage of. A warlord on their own is a serviceable combatant, but they are far less effective alone than when accompanied with their war party.

While warlords tend to have talents that incline them towards leadership, they aren't necessarily the sole, or even the most important, decision-makers in a party. A great warlord knows when to step up to handle a delicate conversation or a complicated battle plan, but also when to step back and allow their allies to provide the expertise.

Creating a Warlord
No two warlords are identical. When you create your warlord, consider what kind of leader they are. Perhaps you use your deep well of knowledge, both of tactics handle logistics, to succeed at impossible tasks. Or perhaps you rely on force of personality, leading your allies with inspirational battlecries in times of war and careful diplomacy in times of peace. Do you have an iron morale code, or a feel-it-out sense of justice? Do you prefer to fight from the front lines or from the back?

Warlords come from all stripes of life, but they need to get their talents from somewhere. Were you trained in the classical arts of war, did you find a natural penchant for leadership, or did you obtain these skills some other way? How do you and your allies coordinate when you use a tactical strike? When you reach level 5, and again at level 14, consider how you manifest your auras. The effects of these auras could manifest from shouted orders, vigilant training alongside your allies, a magical energy that you manifest, or even a divine boon from a favorable god.

Hit Points
Hit Dice: 1d8 per warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st

Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Nature, Perception, Performance, Persuasion, Religion, and Stealth.


Level
Prof.

Features

Heroic Auras

Paragon Auras

1
+2
Inspiring Word (d4), Warlord Talents

-


-


2
+2
Tactical Strikes, Rapid Response (5)

-


-


3
+2
Leadership Style

-


-


4
+2
Ability Score Improvement

-


-


5
+3
Heroic Aura

2


-


6
+3
Battlebond, Inspiring Word (d6)

3


-


7
+3
Rapid Response (10), Leadership Style Feature

3


-


8
+3
Ability Score Improvement

4


-


9
+4
Superior Strikes

4


-


10
+4
Inspiring Word (d8)

5


-


11
+4
Leadership Style Feature

5


-


12
+4
Ability Score Improvement

6


-


13
+5
Rapid Response (15)

6


-


14
+5
Paragon Aura

6


2


15
+5
Leadership Style Feature

6


2


16
+5
Ability Score Improvement, Inspiring Word (d10)

6


3


17
+6
Final Strikes

6


3


18
+6
Rapid Response (20)

6


4


19
+6
Ability Score Improvement, Inspiring Word (d12)

6


4


20
+6
Ever Onward

6


4




Inspiring Word
As a bonus action, choose a creature within 30 feet of you. You offer them a quick word of advice or inspiration. Once before the start of your next turn, the creature can roll 1d4 and add the number rolled to one attack roll it makes. If you choose a creature within 5 feet of you, both you and the creature gain temporary hit points equal to your proficiency bonus. These temporary hit points last until the start of your next turn.

This helpful guidance has diminishing returns. At the start of your turn, the bonus die fades away if unused, and you can’t select the same creature with this feature until the start of your turn after.

The size of the die provided by your Inspiring Word increases by one size at your 6th (1d6), 10th (1d8), 16th (1d10), and 19th (1d12) levels in this class.

Warlord Talents
Your skill as a leader can come from your cunning, your force of personality, or a mix. Choose two of your skill proficiencies that use Intelligence or Charisma. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Moreover, some warlord features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice)

Tactical Strikes
At 2nd level, you learn martial exploits that guide and empower your allies in the field. As an action, you can perform one of the following tactical strikes.

Direct the Strike. Choose a creature within 30 feet of you. The creature can use its reaction to make a weapon attack or cast a cantrip that requires an attack roll.
Viper’s Strike. Make a weapon attack with a weapon you are wielding. On a hit, the target suffers the weapon attack’s normal effects, and you can use a reaction to then push it 5 feet in any direction, if it is no more than one size larger than you.
Wolf Pack Strike. Make a weapon attack with a weapon you are wielding. Then, choose a creature within 30 feet of you. The creature can use its reaction to move up to half its speed, rounded down to the nearest 5-foot increment.

Rapid Response
At 2nd level, you respond quickly to threats on the battlefield. After initiative is rolled in combat, but before you take your first turn, you may change your initiative result to a 5.

The threshold and result improve as you gain levels in warlord. At 7th level, you can also change your result to 5 or 10. At 13th level, you also change it to 5, 10, or 15. At 18th level, you can change it to any of 5, 10, 15, or 20.

Leadership Style
At 3rd level, choose a leadership style from the list: Legionnaire, Godhand, or Dreadlord. Your leadership style grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th levels.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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.

Heroic Aura
At 5th level, your leadership prowess manifests in an aura around you. You learn 2 auras from the Heroic Auras list at the end of this class. As a bonus action, you can choose a heroic aura that you know, and you radiate that aura out to 30 feet. This aura lasts until you fall unconscious or you choose another heroic aura to manifest as a bonus action.

The number of heroic auras you know increases as you gain levels in this class, as shown in the Heroic Auras Known column of the Warlord table. When you gain a warlord level, you can exchange a heroic aura you know for another heroic aura.

Battlebond
At 6th level, the temporary hit points from your Inspiring Word feature improve. Your target no longer needs to be within 5 feet of you to use this feature, and you add the higher of your Intelligence or Charisma modifier to the hit points you provide (with a minimum bonus of +1).

In addition, when you choose a target within 5 feet of you with your Inspiring Word feature, both you and that target may make an additional saving throw against one effect that causes the charmed, frightened, or paralyzed condition.

Superior Strikes
At 9th level, the options from your Tactical Strikes feature improve:

Direct the Strike. Choose a creature within 30 feet of you. The creature can use its reaction to make a weapon attack or cast a cantrip that requires an attack roll. Increase damage dealt by that attack by 2d6.
Viper's Strike. Make a weapon attack with a weapon you are wielding. On a hit, the target suffers the weapon attack’s normal effects, and you can use a reaction to apply one of the following effects to it: Push it 5 feet in any direction, regardless of its size. Knock it prone. Force it to make a Strength saving throw. On a failed save, the creature drops an item it is wielding. The item lands within 5 feet of the creature in the space closest to you.
Wolf Pack Strike. Make a weapon attack with a weapon you are wielding. Then, choose up to 2 creatures within 30 feet of you. Those creatures can use their reaction to move up to their speed.

Paragon Aura
At 14th level, your tactical presence manifests itself in ways that are nigh, if not outright, supernatural. You learn 2 auras from the Paragon Auras list at the end of this class. As a bonus action, you can choose a paragon aura that you know, and you radiate that aura out to 30 feet. This aura lasts until you fall unconscious or you choose another paragon aura to manifest as a bonus action.

The number of paragon auras you know increases as you gain levels in this class, as shown in the Paragon Auras Known column of the Warlord table. When you gain a warlord level, you can exchange a paragon aura you know for another paragon aura.

Masterful Strikes
At 17th level, you gain unique empowerments to your Superior Strikes that you can use. Because of the strain of these strikes, once you use a Masterful Strike, you must complete a long rest before you can use that Masterful Strike again.

Direct the Strike. Choose up to 5 creatures within 30 feet of you. Each of those creatures can use their reaction to make a weapon attack or cast a cantrip that requires an attack roll.
Viper’s Strike. Make a weapon attack with a weapon you are wielding. On a hit, you may use a reaction to force the target to make 3 Strength saving throws. For each failed saving throw, choose one effect from the list: The creature takes 6d6 additional damage from the weapon attack. The creature is knocked prone and its speed is set to 0 until the start of your next turn. The creature takes one fewer action (not including bonus actions, reactions, or legendary reactions) during its next turn.On a miss, you may use this feature an additional time before you complete a long rest.
Wolf Pack Strike. Make a weapon attack with a weapon you are wielding. Then, choose up to 5 creatures within 30 feet of you. Until the end of their turns, those creatures gain a flying (hover) speed of 30 feet and a bonus to their Armor Class equal to the higher of your Intelligence or Charisma modifier. Each creature can use their reaction to move up to their speed.

Ever Onward
At 20th level, you are an inspiration, a presence to be feared, and an unavoidable icon on the battlefield. Each creature within 1 mile of you senses you, even if they can’t see you. You may raise or lower this effect as a bonus action.

In addition, You are immune to exhaustion, and to the charmed, frightened, paralyzed, and stunned conditions. As an action, you can choose a creature that you can see and remove 1 level of exhaustion and any of the charmed, frightened, paralyzed, or stunned conditions from it.

Leadership Styles

Legionnaire
You complement your leadership abilities with martial expertise and sheer fighting prowess. You can use maneuvers to assist allies, and you are a capable combatant in your own right.

Combat Superiority
When you choose this leadership style at 3rd level, you learn maneuvers (http://dnd5e.wikidot.com/fighter:battle-master:maneuvers) that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice from the battle master maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three superiority dice, which are the size of your Inspiring Word die. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Scholar of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Double your proficiency bonus with that tool.

Know Thy Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice.

Intelligence score
Charisma score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Warlord class levels (if any)

Recoup
At 11th level, by spending your action and bonus action, you can refocus yourself to regain your maneuver dice. You can use this feature only if you haven't moved during this turn, and after you use it, your speed is 0 until the end of the current turn.

War-Girded
Starting at 15th level, when you use your Inspiring Word on another creature, you may give them one of your maneuver dice. Until the end of that creature’s next turn, they may use any maneuver that you or they know using the die you gave them. If they don’t use a maneuver by that time, they return the die to you.

Godhand
As a Godhand, you are a leader in every respect: physically, morally, and spiritually. You meld these skills together, bringing powerful magicks to bear on the battlefield that protect your allies and devastate your enemies.


Godhand Spellcasting
Spell Slots per Spell Level

Warlord 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




Spellcasting
When you reach 3rd level, you augment your leadership with divine magic.

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

Spell Slots
The Godhand 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 shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.

Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which must have a Concentration duration.

The Spells Known column of the Godhand Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must have a Concentration duration, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level have no duration requirements.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must have a Concentration duration, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level with any duration.

Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells, since you learn your spells through your connection to divine power. 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 cleric spell you cast and when making an attack roll with one.


Strike save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Into Battle
Beginning at 7th level, when you use your action to cast a spell with a Concentration duration, you can perform a tactical strike as a bonus action.

Resolute
At 11th level, as you cast spells in the thick of battle, you steel yourself against oncoming fire. Once per round, when you roll a Concentration saving throw, you can treat a d20 roll or 9 or lower as a 10.

Refuse to Yield
Starting at 15th level, when you are reduced to 0 hit points or killed, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Dreadlord
There is great power in death. Mortal servants may flee or fall, but the undead rise over and over again in utter devotion to their masters. You have reached out beyond the veil and seized a fragment of that shadowed power for yourself, giving you control over unceasing, ever-loyal servants.

Dark Essence
When you choose this leadership style at 3rd level, you learn to draw upon a pool of necromantic energy called dark essence, which you can expend to raise dark servants. You have a number of points of dark essence equal to your proficiency bonus, and you regain any expended dark essence when you finish a long rest.

Dark Servant
At 3rd level, as an action, you can spend a point of dark essence to call upon an undead spirit and give it a corporeal form, which uses the Dark Servant stat block. Your dark servant appears in an unoccupied space adjacent to you, or on top of the otherwise-unoccupied space of a dead creature that you can see.

When you use this feature, choose the creature’s form: Hulking or Hunting. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or after 10 minutes.

The dark servant acts on your initiative after your turn, and acts according to your will without the need for commands.

You can summon a maximum of 2 dark servants at a time, but one must be Hulking and the other must be Hunting.


(This stat block references the player’s proficiency bonus a lot, but typing it out makes a lot of the features long & confusing. I’m using “PB” as a shorthand to improve readability.)

Dark Servant
Medium Undead, Neutral Evil
AC 13 + PB
HP 5 + two times (Hunting only) or four times (Hulking only) your character level
Speed 40 ft. (Hunting only) or 20 ft. (Hulking only)

Str 14 (+2)
Dex 10 (+2)
Con 14 (+2)
Int 1 (-5)
Wis 10 (+0)
Cha 6 (-2)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge –
Proficiency Bonus (PB) equals your bonus

Hindering Claws (Hunting only). When the dark servant deals damage to a creature with an attack, that creature’s speed is halved start the end of the dark servant’s next turn.

Actions
Slam. Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB bludgeoning damage (Hulking only) or slashing damage (Hunting only).

Hurl Object. Ranged Weapon Attack: 0 + PB to hit, range 20 ft. / 60 ft., one target. Hit: 1d4 + PB bludgeoning damage. To use this feature, the dark servant must pick up and throw an object at least the size of a sling bullet. The DM may decide that this attacks deals damage of a different type based on what object was thrown.

Rend (Hunting Only). Melee Weapon Attack: 2 + PB to hit, reach 5 ft., one target. Hit: 3d6 + 2 + PB slashing damage. The dark servant has advantage on this attack roll. The dark servant can only use this attack against a creature that has been within 5 feet of the dark servant since the end of the dark servant’s last turn.

Reactions
Interpose (Hulking Only). In response to another creature within 5 feet of it being hit by an attack roll or failing a Dexterity saving throw, the dark servant gives that creature a +5 bonus to its AC or saving throw bonus against that attack or save. To use this ability, the dark servant must be able to see the creature.

If this turns an attack into a miss, the attack instead hits the dark servant. If this turns a failed Dexterity saving throw into a successful one, the dark servant suffers the effects of failing a saving throw against that same effect. This can lead to the dark servant suffering the effects of an attack or dexterity save multiple times, such as getting hit multiple times by a Kolyarut’s Edict of Blades, or a red dragon’s breath weapon.


Power Over Death
At 7th level, your relationship with death is so strong that you can induce it, undo it, and even speak to those long beyond it. You learn the spells feign death, revivify, and speak with dead, and you can cast them without using a spell slot. Once you cast a spell with this thread, you can’t cast that spell with it again until you finish a long rest. You can also cast any of those spells by spending 2 points of your dark essence.

Intelligence or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you gain this feature).

No Vassal More Wicked
At 11th level, your dark servants become more powerful. They roll twice as many damage dice when they deal damage with their attacks, and they gain the following action.


Drag Down. The dark servant attempts to grapple a creature within 5 feet of it, using your proficiency bonus + the higher of your Intelligence or Charisma modifier as its athletics bonus. If it succeeds, as long as the target is grappled this way, its speed is halved, and it can’t designate areas or choose targets more than 10 feet away from itself.

Death’s Very Presence
At 15th level, a horrid necromantic power swirls around you that debilitates your foes. Whenever an enemy creature starts its turn within 30 feet of you, it takes 10 necrotic damage. Moreover, whenever a creature within 30 feet of you dies, you gain temporary hit points equal to your warlord level.


Heroic Auras

Aura of Devastation
Within your aura, the weak crumble. When a creature with 3 or fewer hit dice within your aura is dealt damage by an effect that requires an attack roll or saving throw, it takes an additional 2d6 damage.

Aura of Elusion
Within your aura, your allies are more aware of incoming arrows and arcane missiles. You and allies within your aura have a +2 bonus to Armor Class against ranged attacks.

Aura of Enthralling
There is an ineffable charm about you. If a creature within your aura spends 1 minute interacting with you socially, listening to you speak, or watching you perform, you may choose to have it become charmed by you.

Aura of Hammer-Blows
As the smith’s hammer bends and breaks steel, the strikes of your war party bend and your enemies. After you or an ally within your aura makes an attack, subsequent attacks the creature makes in the same turn deal an additional 1d10 damage.

Aura of Intimidation
Your mere presence leaves enemies shaken. When an enemy you are aware of starts its turn within your aura, it must make a Wisdom saving throw. On a failed save, it can’t move closer to you and has disadvantage on attacks against you while it remains in your aura, or until the start of its next turn.

Aura of Magnetism
Your foes’ eyes are drawn inextricably towards you. Enemy creatures within your aura have disadvantage on any attack roll that isn’t against you.

Aura of Secrets Revealed
You encourage observation of even the smallest details. You and allies within your aura have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect hidden objects, inscriptions, doors, and other concealed details. This does not affect checks made to detect creatures.

Aura of Secrets Hidden
There is an ever-present quiescence where you walk. You and allies within your aura have advantage on Dexterity (Stealth) checks and leave no tracks or other traces of their passage, preventing tracking except by magical means.

Aura of Speed
Your allies move with extraordinary haste. When you or an ally starts its turn within your aura, or enters your aura on its turn, the creature’s speed increases by 20 feet until the start of its next turn.

Aura of Tenacity
Even in long days on the march, fatigue struggles to maintain its grip on your war party. When you or an ally within your aura rolls a Constitution saving throw during overland travel, they can treat a d20 roll or 9 or lower as a 10.


Paragon Auras

Aura of Absorption
When you manifest this aura, choose a damage type from acid, cold, fire, lightning, or thunder. You and allies within your aura have resistance to damage of that type.

Aura of Communion
You and allies within your aura can understand the literal meaning of any spoken language those creatures hear, and any written language they see. When you or a creature within your aura speaks, any creature that knows at least one language and can hear the target understands what it says.

Moreover, you and allies within your aura can comprehend and speak with beasts, which can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

Finally, within your aura, you may choose to imbue plants with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This aura can cause the plants created by the entangle spell to release a restrained creature.

Aura of Defense
Whether through vigilance, luck, or a bending of the universe, strikes against your allies constantly miss or fall against armor. You and allies within your aura have a +1 bonus to Armor Class. Damage dealt to you and allies within your aura is reduced by 1.

Aura of Dominance
The weak crumble to dust in your presence. When a creature with 10 or fewer hit dice within your aura is dealt damage by an effect that requires an attack roll or saving throw, it takes an additional 3d6 damage. (This stacks with the damage from Aura of Devastation.)

Aura of Flight
The winds of war billow around and beneath you. When you or an ally starts its turn within your aura, or enters your aura on its turn, it gains a flying (hover) speed equal to its land speed until the start of its next turn.

Aura of Freedom
Within your presence, restraints and grappling vines have no hold. You and allies within your aura are unaffected by difficult terrain, and spells and other magical effects, and being underwater imposes no penalties on those creatures’ movements or attacks. Finally, those creatures have advantage on saving throws made against effects that inflict the paralyzed or restrained conditions, and on ability checks made to escape restraints or grapples.

Aura of the Juggernaut
In your presence, allies stand tall and move with the power of a great machine of war. You and your allies can’t be knocked prone, pushed, or have your speeds reduced.

In addition, when you or an ally starts its turn within your aura or enters your aura on its turn, it gains the ability to make a Juggernaut Charge as an action. When a creature makes a Juggernaut Charge, it takes the dash action to move in a straight line. During this dash action, it can move through the space of hostile creatures. The first time it enters each other creature’s space during this action, it tramples over them, forcing the target to make a Strength saving throw. On a failed save, the target is knocked prone and takes 6d6 bludgeoning damage. On a success, the target takes half as much damage and isn’t knocked prone. If the trampling creature is wearing magical armor or footwear, this bludgeoning damage is magical.

Aura of Oppression
Your presence applies a harsh weight to your foes. The movement speed of enemies you are aware of within your aura is halved, and when that creature enters your aura or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d4 psychic damage per point of your proficiency modifier. On a successful save, the creature takes half as much damage.

Aura of Persistence
Environmental effects fail to harm those within the shadow of your will. You and allies within your aura ignore the effects of harmful environmental and regional effects such as extreme temperatures, extradimensional prisons, and creeping madness induced by planes such as Carceri and Gehenna.

Aura of Protection
Whenever you or an ally within your aura must make a saving throw, the creature gains a bonus to the saving throw equal to the higher your Intelligence or Charisma modifier (with a minimum bonus of +1). (This has the same name as a feature from the Paladin class, and as such does not stack with it.)