Aura v1
Domain overview
Aura is the domain of the soul, emotions and memory being brought to the physical world. Those who have learned how to take the radiating spiritual energy from the soul have learned how to fight with it to target one’s soul directly, form bonds that only magical spells can hope to mimic and awaken a special sense that allows one to see the world around them in a new way. Aura offers a new way to see the world, aid allies, share memories & emotions and also offer powerful offensive options.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Aura Sense |
You can make an Instinct roll to sense all living creatures and souls within Far range.
You can make an Instinct roll to sense all living creatures and souls within Far range. Getting a general idea of direction, numbers and a vague idea of what they might be (like if they are beast, humanoid, etc). You can spend a Hope to roll advantage. If you sense living creatures or souls due to the roll or are already aware that some are within Close range of you, you can mark a Stress for every 2 creatures or souls to know their exact location and surface feelings. Creatures and Souls closer to you get revealed first unless you specifically try to locate someone you are familiar with. |
0 |
| 1 | Spell | Soul Breach |
Make a Spellcast Roll against a target within your weapon range.
Make a Spellcast Roll against a target within your weapon range. On a success, spend a Hope to send your crashing through their body straight to their soul, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and struggles to focus until this condition is cleared. |
1 |
| 2 | Spell | Lingering Memory |
While inspecting a creature, a location, or an object within Very Close range, make a Spellcast Roll (12) to read the lingering threads of aura.
While inspecting a creature, a location, or an object within Very Close range, make a Spellcast Roll (12) to read the lingering threads of aura. On a success, mark a Hope to have a vision or sensation of a lingering strong memory or emotion involving the target, and until you finish a rest, you have advantage on any action roll to recall lore about things in the vision. |
0 |
| 2 | Spell | Transferring Essence |
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range to transfer some of your aura into them to either heal, embolden or relieve stress.
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range to transfer some of your aura into them to either heal, embolden or relieve stress. On a success, spend a Hope to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t transfer your aura to the same target again until your next long rest. |
1 |
| 3 | Spell | Soul Shackle |
Make a Spellcast Roll against a target within Far range as you send shackles and chains of aura out.
Make a Spellcast Roll against a target within Far range as you send shackles and chains of aura out. If you had previously succeeded in an attack or spellcast against this target, roll with advantage. On a success, they’re temporarily Restrained, pulled into Melee range of you or you are pulled into Melee range of them, and must mark a Stress. If you target a flying creature, this spell grounds them within Melee of you and temporarily Restrains them. |
1 |
| 3 | Spell | Spiritual Burn |
Make a Spellcast roll against a target within range of your weapon.
Make a Spellcast roll against a target within range of your weapon. Deal d8+3 magic damage using your Proficiency. Additionally, you can spend 1 or more Hope to make them permanently Spiritually Burned. While a target is Spiritually Burned, they gain a -2 penalty to all their thresholds for every Hope you spend. This condition can stack. |
1 |
| 4 | Spell | Explosive Aura |
Spend 2 Hope to make a Spellcast Roll against all targets within Very Close range as you send your aura out in pure, special or crystallized form from where you stand.
Spend 2 Hope to make a Spellcast Roll against all targets within Very Close range as you send your aura out in pure, special or crystallized form from where you stand. Targets you succeed against take d10+4 magic damage using your proficiency and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition. |
2 |
| 4 | Spell | Shared Life |
You can transfer aura/spiritual energy from one willing creature within Melee range to another within Melee range of you.
You can transfer aura/spiritual energy from one willing creature within Melee range to another within Melee range of you. Once per rest, spend any amount of Hope from one willing creature for another creature to gain that much Hope. You can choose yourself in place of either creature. During this time, the two creatures can describe what emotions or memories that might be on their mind or soul that are leaking from one to the other during this moment. |
2 |
| 5 | Ability | Essence Absorber |
You learn how to absorb small amounts of aura that is already being radiated away from other life.
You learn how to absorb small amounts of aura that is already being radiated away from other life. A number equal to your Proficiency per long rest, when an alley succeeds with Hope within Close range of you, you gain a Hope or clear a Hit Point. They can mark a Stress to clear one of your Stress. If they succeeded with a Critical, you gain a Hope and clear a Hit Point. |
1 |
| 5 | Spell | Weaving Wisp |
Make a Spellcast roll (13).
Make a Spellcast roll (13). On a success, spend a Hope to become an incorporeal wisp of your aura and fly or teleport to another open location within Very Far range regardless if you can see it or know of it. GM decision if there are consequences for heading in a direction without knowing the location. If there is a willing creature within Very Close range, you can bring them along by marking a Stress. While a creature is incorporeal, they can move through solid objects that are not magical, automatically clear the Restrained condition, and are immune to physical damage. A creature becomes corporeal upon arriving at the destination. |
1 |
| 6 | Ability | Surging Aura |
Mark a Hit Point to make your aura extra potent to those who oppose you, allowing you to strike at their soul directly and rip away their spiritual and aura essence..
Mark a Hit Point to make your aura extra potent to those who oppose you, allowing you to strike at their soul directly and rip away their spiritual and aura essence.. Till the end of the scene or till you have only 1 unmarked Hit Point left, when you deal magical damage against a creature with a spell or a weapon, they can’t resist it even if they have magical resistance. If you spend 2 additional Hope, you can even turn Magical immunity against your Magical attacks to just Magical Resistance as you send your aura deep into the target’s soul. |
2 |
| 6 | Spell | Soul Diver |
You can peer pass people’s aura to look directly at their souls.
You can peer pass people’s aura to look directly at their souls. Spend a Hope to read the vague surface emotions and memories of a target within Close range. Make a Spellcast Roll against the target to delve for deeper, more hidden emotions or memories. If successful, you may mark a Stress to nudge for a specific group of memories by asking the GM a question or you may let the GM at their discretion reveal what you find yourself seeing or feeling. On a roll with Fear, the target might, at the GM’s discretion, become aware that you’re peering into their soul or feel one of your current emotions or a memory. |
2 |
| 7 | Ability | Aura-Touched |
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits: ● When you spend Hope to use an Experience, you mark a Hit Point or a Stress instead.
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits: ● When you spend Hope to use an Experience, you mark a Hit Point or a Stress instead. ●When you have 3 or fewer unmarked Hit Points or Stress left, you can roll a d20 for your Hope Die. |
2 |
| 7 | Ability | Eyes that See All |
After you make an action roll to sense, insight, perceive or read a creature, you can spend a Hope to reroll the Hope or Fear die.
After you make an action roll to sense, insight, perceive or read a creature, you can spend a Hope to reroll the Hope or Fear die. |
1 |
| 8 | Ability | Power of Bonds |
Your aura and soul is strengthened by those around you that are your friends or just trying to aid you.
Your aura and soul is strengthened by those around you that are your friends or just trying to aid you. Once per long rest, you can spend a Hope to gain +1 bonus to your attack, spellcast and damage rolls for every two allies you have within Far range. |
2 |
| 8 | Spell | Inner Sanctuary |
You can either make a Spellcast Roll (14) when you have a few calm minutes or spend 4 Hope to instantly, once per long rest upon success or spentage of Hope, to bring out your inner Soul Sanctuary out into the physical world.
You can either make a Spellcast Roll (14) when you have a few calm minutes or spend 4 Hope to instantly, once per long rest upon success or spentage of Hope, to bring out your inner Soul Sanctuary out into the physical world. Constructed out of your aura, emotions and memories, your Soul Sanctuary spreads out from you as the center point and stretches out to Far range in all directions. It takes the form of your inner soul may be a landscape, location, building or other. Your memories can be easily visually shared to those inside willingly or unwillingly by you or at the GM discretion. Once you leave the boundary of the Inner Sanctuary, it crumbles away into dust or pure aura. Creatures that you don't want in your Soul Sanctuary must make a Reaction Roll (15) to enter and those who you don't want in the Inner Sanctuary upon the casting must make the same roll or be cast out. Adversaries who succeed remain inside, but suffer disadvantage on attack rolls against allies and your allies have advantage on Reaction Rolls as thr Inner Sanctuary aids them (either by suddenly forming construct objects or revealing the adversary's emotions and thoughts). While unwanted creatures remain in your Inner Sanctuary, you must either mark a Stress or spend your action roll to maintain the Spell. When allies spend a rest in your Inner Sanctuary, they can choose an additional downtime move and give you 1 of their Hope each. |
3 |
| 9 | Ability | Spiritual Pressure |
Once per long rest, you can unleash your aura in a tidal wave of spiritual aura to either overwhelm or press your adversaries into the ground.
Once per long rest, you can unleash your aura in a tidal wave of spiritual aura to either overwhelm or press your adversaries into the ground. Spend 2 Hope and make a roll based on your highest character trait against the difficulty of all adversaries within Close range. Those you manage to hit all mark 4 Stress. Those who mark their last Stress from this feature must make a Reaction roll (16) and those who fail fall unconscious and the GM must spend a Fear each to wake them up. Those who succeed don’t fall unconscious. |
3 |
| 9 | Spell | Soul Linking |
Once per long rest, an ally can transform this card into a feature of another domain card they are willing to share that is level 8 or lower from their loadout.
Once per long rest, an ally can transform this card into a feature of another domain card they are willing to share that is level 8 or lower from their loadout. Mark Stress equal to half the card’s level to gain access to the feature. The ally can contribute to the marking of Stress by marking Stress for themselves. Your ally and yourself can also spend Hope equal to half one of your domain card’s level of your ally’s choice within your loadout to give them access to that card. You are also aware of each’s general location and the distance between you two as well as weak surface level emotions. This lasts until your next rest, you two become separated greater than Far Distance, or either of you place the chosen cards in their vault. |
3 |
| 10 | Ability | Radiating Souls |
Your body has become better at automatically absorbing the aura of other life around you and you now age five times slower.
Your body has become better at automatically absorbing the aura of other life around you and you now age five times slower. Also, when you have 3 or more Hope, anytime an alley within Close range of you spends one or more Hope for a Feature or Experience, you gain half that much Hope (minimum of 1). While you have 4 or more Hope, you also gain a Hope when the GM spends an additional Fear to continue a spotlight for an adversary within Close range of you and the GM can’t use effects to make you lose Hope. |
2 |
| 10 | Spell | Blasting Aura |
Make a Spellcast Roll against all targets within Far range that are in front of you.
Make a Spellcast Roll against all targets within Far range that are in front of you. Spend any number of Hope to create either a single large blast or multiple homing blasts of aura to hit all those who are unlucky to be in front of you. Targets you succeed against take 1d12+3 magical damage for each Hope spend and become temporarily Vulnerable. |
1 |
Domain cards
1
Aura Sense
You can make an Instinct roll to sense all living creatures and souls within Far range. Getting a general idea of direction, numbers and a vague idea of what they might be (like if they are beast, humanoid, etc). You can spend a Hope to roll advantage. If you sense living creatures or souls due to the roll or are already aware that some are within Close range of you, you can mark a Stress for every 2 creatures or souls to know their exact location and surface feelings. Creatures and Souls closer to you get revealed first unless you specifically try to locate someone you are familiar with.
1
Soul Breach
Make a Spellcast Roll against a target within your weapon range. On a success, spend a Hope to send your crashing through their body straight to their soul, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and struggles to focus until this condition is cleared.
2
Lingering Memory
While inspecting a creature, a location, or an object within Very Close range, make a Spellcast Roll (12) to read the lingering threads of aura. On a success, mark a Hope to have a vision or sensation of a lingering strong memory or emotion involving the target, and until you finish a rest, you have advantage on any action roll to recall lore about things in the vision.
2
Transferring Essence
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range to transfer some of your aura into them to either heal, embolden or relieve stress. On a success, spend a Hope to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t transfer your aura to the same target again until your next long rest.
3
Soul Shackle
Make a Spellcast Roll against a target within Far range as you send shackles and chains of aura out. If you had previously succeeded in an attack or spellcast against this target, roll with advantage. On a success, they’re temporarily Restrained, pulled into Melee range of you or you are pulled into Melee range of them, and must mark a Stress. If you target a flying creature, this spell grounds them within Melee of you and temporarily Restrains them.
3
Spiritual Burn
Make a Spellcast roll against a target within range of your weapon. Deal d8+3 magic damage using your Proficiency. Additionally, you can spend 1 or more Hope to make them permanently Spiritually Burned. While a target is Spiritually Burned, they gain a -2 penalty to all their thresholds for every Hope you spend. This condition can stack.
4
Explosive Aura
Spend 2 Hope to make a Spellcast Roll against all targets within Very Close range as you send your aura out in pure, special or crystallized form from where you stand. Targets you succeed against take d10+4 magic damage using your proficiency and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.
4
Shared Life
You can transfer aura/spiritual energy from one willing creature within Melee range to another within Melee range of you. Once per rest, spend any amount of Hope from one willing creature for another creature to gain that much Hope. You can choose yourself in place of either creature. During this time, the two creatures can describe what emotions or memories that might be on their mind or soul that are leaking from one to the other during this moment.
5
Essence Absorber
You learn how to absorb small amounts of aura that is already being radiated away from other life. A number equal to your Proficiency per long rest, when an alley succeeds with Hope within Close range of you, you gain a Hope or clear a Hit Point. They can mark a Stress to clear one of your Stress. If they succeeded with a Critical, you gain a Hope and clear a Hit Point.
5
Weaving Wisp
Make a Spellcast roll (13). On a success, spend a Hope to become an incorporeal wisp of your aura and fly or teleport to another open location within Very Far range regardless if you can see it or know of it. GM decision if there are consequences for heading in a direction without knowing the location. If there is a willing creature within Very Close range, you can bring them along by marking a Stress. While a creature is incorporeal, they can move through solid objects that are not magical, automatically clear the Restrained condition, and are immune to physical damage. A creature becomes corporeal upon arriving at the destination.
6
Surging Aura
Mark a Hit Point to make your aura extra potent to those who oppose you, allowing you to strike at their soul directly and rip away their spiritual and aura essence.. Till the end of the scene or till you have only 1 unmarked Hit Point left, when you deal magical damage against a creature with a spell or a weapon, they can’t resist it even if they have magical resistance. If you spend 2 additional Hope, you can even turn Magical immunity against your Magical attacks to just Magical Resistance as you send your aura deep into the target’s soul.
6
Soul Diver
You can peer pass people’s aura to look directly at their souls. Spend a Hope to read the vague surface emotions and memories of a target within Close range. Make a Spellcast Roll against the target to delve for deeper, more hidden emotions or memories. If successful, you may mark a Stress to nudge for a specific group of memories by asking the GM a question or you may let the GM at their discretion reveal what you find yourself seeing or feeling. On a roll with Fear, the target might, at the GM’s discretion, become aware that you’re peering into their soul or feel one of your current emotions or a memory.
7
Aura-Touched
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits: ● When you spend Hope to use an Experience, you mark a Hit Point or a Stress instead. ●When you have 3 or fewer unmarked Hit Points or Stress left, you can roll a d20 for your Hope Die.
7
Eyes that See All
After you make an action roll to sense, insight, perceive or read a creature, you can spend a Hope to reroll the Hope or Fear die.
8
Power of Bonds
Your aura and soul is strengthened by those around you that are your friends or just trying to aid you. Once per long rest, you can spend a Hope to gain +1 bonus to your attack, spellcast and damage rolls for every two allies you have within Far range.
8
Inner Sanctuary
You can either make a Spellcast Roll (14) when you have a few calm minutes or spend 4 Hope to instantly, once per long rest upon success or spentage of Hope, to bring out your inner Soul Sanctuary out into the physical world. Constructed out of your aura, emotions and memories, your Soul Sanctuary spreads out from you as the center point and stretches out to Far range in all directions. It takes the form of your inner soul may be a landscape, location, building or other. Your memories can be easily visually shared to those inside willingly or unwillingly by you or at the GM discretion. Once you leave the boundary of the Inner Sanctuary, it crumbles away into dust or pure aura.
Creatures that you don't want in your Soul Sanctuary must make a Reaction Roll (15) to enter and those who you don't want in the Inner Sanctuary upon the casting must make the same roll or be cast out. Adversaries who succeed remain inside, but suffer disadvantage on attack rolls against allies and your allies have advantage on Reaction Rolls as thr Inner Sanctuary aids them (either by suddenly forming construct objects or revealing the adversary's emotions and thoughts). While unwanted creatures remain in your Inner Sanctuary, you must either mark a Stress or spend your action roll to maintain the Spell.
When allies spend a rest in your Inner Sanctuary, they can choose an additional downtime move and give you 1 of their Hope each.
9
Spiritual Pressure
Once per long rest, you can unleash your aura in a tidal wave of spiritual aura to either overwhelm or press your adversaries into the ground. Spend 2 Hope and make a roll based on your highest character trait against the difficulty of all adversaries within Close range. Those you manage to hit all mark 4 Stress. Those who mark their last Stress from this feature must make a Reaction roll (16) and those who fail fall unconscious and the GM must spend a Fear each to wake them up. Those who succeed don’t fall unconscious.
9
Soul Linking
Once per long rest, an ally can transform this card into a feature of another domain card they are willing to share that is level 8 or lower from their loadout. Mark Stress equal to half the card’s level to gain access to the feature. The ally can contribute to the marking of Stress by marking Stress for themselves. Your ally and yourself can also spend Hope equal to half one of your domain card’s level of your ally’s choice within your loadout to give them access to that card. You are also aware of each’s general location and the distance between you two as well as weak surface level emotions. This lasts until your next rest, you two become separated greater than Far Distance, or either of you place the chosen cards in their vault.
10
Radiating Souls
Your body has become better at automatically absorbing the aura of other life around you and you now age five times slower. Also, when you have 3 or more Hope, anytime an alley within Close range of you spends one or more Hope for a Feature or Experience, you gain half that much Hope (minimum of 1). While you have 4 or more Hope, you also gain a Hope when the GM spends an additional Fear to continue a spotlight for an adversary within Close range of you and the GM can’t use effects to make you lose Hope.
10
Blasting Aura
Make a Spellcast Roll against all targets within Far range that are in front of you. Spend any number of Hope to create either a single large blast or multiple homing blasts of aura to hit all those who are unlucky to be in front of you. Targets you succeed against take 1d12+3 magical damage for each Hope spend and become temporarily Vulnerable.
Blasting Aura
Aura is the domain of the soul, emotions and memory being brought to the physical world. Those who have learned how to take the radiating spiritual energy from the soul have learned how to fight with it to target one’s soul directly, form bonds that only magical spells can hope to mimic and awaken a special sense that allows one to see the world around them in a new way. Aura offers a new way to see the world, aid allies, share memories & emotions and also offer powerful offensive options.
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
Blasting Aura Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.
