Aura Champion v2
About this class
As an Aura Champion, you are one who uses their aura and soul to not only stay true to yourself, may that be good or bad, but use that trueness as a weapon and tool to protect, form bonds or be a force of nature. Aura, the spiritual energy form from emotions and memories that radiate from the soul is your greatest asset.
NOTE: Due to not able to change text size, not everything of a feature for the subclasses fit onto their cards. Please click the subclass specifically to learn what their features are. Sorry for making the text of the features so long.
Domains
Valor
Starting stats
Hope feature
Class features
-
Unleashed Aura
Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d8+double your level magical damage using your Proficiency.
-
Aura Crystallization
You can extend your aura outside your body to take any shape you like and crystallize. Allowing you to make small objects that you can hold with your hands and no bigger than your head, connect two things together that you are touching or seal things that you are touching. The crystallized aura is considered as tough as sapphires and lasts half a day before crumbling back into pure aura.
Class items
- A cherished item that you refuse to part with or a small vial that contains your dark desires or secrets.
Character questions
Background prompts
- What event was the catalyst that unlocked your aura?
- How did you learned to control and use your unique powers? Did you have a mentor, learned through trial and error, a book or through instinct?
- What habit do you have that helps you focus or meditate?
Connection prompts
- What is something we both find revolting and still refuse to change our opinion about?
- What trauma have I helped you overcome or are currently helping with?
- What fear or secret did I make you promise not to reveal to others?
Subclass cards
Printable via header menu
Quiddity
Foundation
SPELLCAST TRAIT: Presence
Outer Embodiment: You are able to emit your aura in its truest form from your soul into the physical realm. Describe what it looks like visually and what characteristic it has in either an element form (like air, earth, fire, lightning, water, ice, metal, light or darkness) or substance (like lava, mercury, bubbles as examples).
Stay True: When you fail with Hope, you can spend a Hope to clear a Stress.
Quiddity
Specialization
Inner Manifestation: You are able to embody your aura characteristic and inner self to a greater degree that it can temporarily affect, transform and warp your physical form. By spending a Hope, you get only one of the following till your next spotlight:
- You gain advantage on Agility rolls when traveling to Far or Very Far range. On a success that results in you being in Melee range of an adversary, deal your unarmed strike damage.
- Gain +2 Evasion for the first attack made against you.
- Increase your damage thresholds by +2 for the first successful attack made against you.
- Hit two additional adversaries within Close range of the original target.
Quiddity
Mastery
Aura Avatar: Once per long rest, you can transform into a physical manifestation of your aura fully, either as energy or crystalized form. When you do, describe your transformation and become an Avatar. You gain an Avatar Die. Your Avatar Die is a d20. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target or you mark 1 or more Hit Points, increase the Avatar Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Avatar.
While Avatar, you gain the following benefits:
- You reduce the severity of physical and magical damage by one threshold (Severe to Major, Major to Minor) except Minor damage.
- +1 bonus to your Proficiency.
- By increasing your Avatar Die by 2, gain a +1 bonus to a character trait of your choice. Can only be used once.
- When you succeed with an attack roll or spellcast roll that deals damage, by increasing your Avatar Die by 2, you can place a domain card from your loadout into your vault and gain d8 bonus magical damage equal to the domain card level.
- By increasing the Avatar Die by 2, clear one of your conditions.
- You can increase your Avatar Die by 3 to use one of your Experiences instead of spending a Hope.
Astral Beast
Foundation
SPELLCAST TRAIT: Instinct
Astral Beast Spirit: Your aura extends from your body and gives your astral aspects of your inner animal or beast. Pick any beast or animal that exists in the world (at your GM discretion) and gain certain traits that astral project from your body. Like wings, tail, claws, paws, or scales. This is your Astral Beast form.
Take the Astral Beast sheet. When you level up your character, choose a level-up option for your Astral Beast form from this sheet as well.
Mark a Stress to enter your Astral Beast form that lasts till the scene ends or you take Severe damage.
Astral Beast
Specialization
Unleashed the Beast: Choose an additional level-up option for your Astral Beast form.
Feeding Frenzy: When you take Major damage while in your Astral Beast form, you can clear a Stress or gain a Hope. If you took Severe damage in your Astral Beast form, clear a Stress and gain a Hope instead.
Astral Beast
Mastery
Become the Beast: Choose two additional level-up options for your Astral Beast form. You can also enter your Astral Beast form by spending a Hope.
Unlocking Instincts: When an adversary attacks an alley while they are within your Melee range, your alley gains +2 to their Evasion against that attack
Soulknight
Foundation
SPELLCAST TRAIT: Strength
Aura Weapon: You can create a weapon made out of either pure aura or crystalized aura. Pick up to 3 weapons that deals physical damage and are not magical only from the equipment sheet that are Tier 1 for the forms your Aura Weapon can take. It has all the stats and features of that weapon, but its damage can be physical or magical (choose upon its creation). You can only create one at a time (first one per scene is free). You can’t have more than one at a time and when you make a new one, the previous one crumbles, disapprobates or disappears. If you make a new one after already using your free one, you must spend a Hope to do so. You can switch the forms of your aura weapon between the 3 you choose for free.
The weapons you choose are automatically upgraded to the next tier when you reach your next tier.
Spiritual Unleash: A number of times equal to your Proficiency per long rest, when you succeed in an attack roll, you may mark any amount of Stress or Hit Points to add d4 magical damage bonus equal to the amount of Stress or Hit Points marked. Increase the d4 into a d6 at level 3 and increase it into a d8 at level 5.
Soulknight
Specialization
Inspiring Aura: Your presence inspires those around you to face any challenge. While your allies are within Very Close range of you, when they fail a roll with Fear, they gain a Hope.
Walking Arsenal: You can pick two additional weapon forms your Aura Weapon can take and you can now have two at the same time out. You still have to spend a Hope to summon a second one.
Chimera Weapon: A number of times equal to your Spellcast trait per long rest, you may spend a Hope to sacrifice one of your Aura Weapons to have one of its stats replace the stats of the Aura Weapon you are currently wielding. This could be the damage die, range, trait or feature. You don't gain back the sacrificed Aura Weapon till you complete a long rest.
Soulknight
Mastery
Breaking the Limit: When you succeed in an attack roll, spend a Hope and you can sacrifice your aura weapon to double its damage as well as any Unleash Dice you spend for the damage roll. You cannot summon or create the same aura weapon form you used for this feature till you complete a long rest.
One with Armor: Once long per rest, you can spend a Hope to remove any negative bonuses to your Evasion your armor is giving you till you take a rest.
Aura Champion v2
As an Aura Champion, you are one who uses their aura and soul to not only stay true to yourself, may that be good or bad, but use that trueness as a weapon and tool to protect, form bonds or be a force of nature. Aura, the spiritual energy form from emotions and memories that radiate from the soul is your greatest asset.
NOTE: Due to not able to change text size, not everything of a feature for the subclasses fit onto their cards. Please click the subclass specifically to learn what their features are. Sorry for making the text of the features so long.
Domains
Valor + Aura v1
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A cherished item that you refuse to part with or a small vial that contains your dark desires or secrets.
Aura Champion v2’s Hope Feature
Unleashed Potential : Spend 3 Hope to add one of your Experience doubled to a roll that fits your Experience.
Class Features
Unleashed Aura
Your unarmed strikes are considered a Melee weapon, use the trait of your choice, and deal d8+double your level magical damage using your Proficiency.
Aura Crystallization
You can extend your aura outside your body to take any shape you like and crystallize. Allowing you to make small objects that you can hold with your hands and no bigger than your head, connect two things together that you are touching or seal things that you are touching. The crystallized aura is considered as tough as sapphires and lasts half a day before crumbling back into pure aura.
Aura Champion v2 Subclasses
Choose either the Quiddity or Astral Beast subclass.
Quiddity
Play the Quiddity if you want to embrace and wield your inner soul to the fullest degree to be versatile for yourself and your team.
Spellcast Trait
Presence
Foundation Features
Outer Embodiment: You are able to emit your aura in its truest form from your soul into the physical realm. Describe what it looks like visually and what characteristic it has in either an element form (like air, earth, fire, lightning, water, ice, metal, light or darkness) or substance (like lava, mercury, bubbles as examples).
Stay True: When you fail with Hope, you can spend a Hope to clear a Stress.
Specialization Feature
Inner Manifestation: You are able to embody your aura characteristic and inner self to a greater degree that it can temporarily affect, transform and warp your physical form. By spending a Hope, you get only one of the following till your next spotlight:
- You gain advantage on Agility rolls when traveling to Far or Very Far range. On a success that results in you being in Melee range of an adversary, deal your unarmed strike damage.
- Gain +2 Evasion for the first attack made against you.
- Increase your damage thresholds by +2 for the first successful attack made against you.
- Hit two additional adversaries within Close range of the original target.
Mastery Feature
Aura Avatar: Once per long rest, you can transform into a physical manifestation of your aura fully, either as energy or crystalized form. When you do, describe your transformation and become an Avatar. You gain an Avatar Die. Your Avatar Die is a d20. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target or you mark 1 or more Hit Points, increase the Avatar Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Avatar.
While Avatar, you gain the following benefits:
- You reduce the severity of physical and magical damage by one threshold (Severe to Major, Major to Minor) except Minor damage.
- +1 bonus to your Proficiency.
- By increasing your Avatar Die by 2, gain a +1 bonus to a character trait of your choice. Can only be used once.
- When you succeed with an attack roll or spellcast roll that deals damage, by increasing your Avatar Die by 2, you can place a domain card from your loadout into your vault and gain d8 bonus magical damage equal to the domain card level.
- By increasing the Avatar Die by 2, clear one of your conditions.
- You can increase your Avatar Die by 3 to use one of your Experiences instead of spending a Hope.
Astral Beast
Play the Astral Beast if you want to unleash your inner animal in astral ways upon those who want to oppose you.
Spellcast Trait
Instinct
Foundation Features
Astral Beast Spirit: Your aura extends from your body and gives your astral aspects of your inner animal or beast. Pick any beast or animal that exists in the world (at your GM discretion) and gain certain traits that astral project from your body. Like wings, tail, claws, paws, or scales. This is your Astral Beast form.
Take the Astral Beast sheet. When you level up your character, choose a level-up option for your Astral Beast form from this sheet as well.
Mark a Stress to enter your Astral Beast form that lasts till the scene ends or you take Severe damage.
Specialization Feature
Unleashed the Beast: Choose an additional level-up option for your Astral Beast form.
Feeding Frenzy: When you take Major damage while in your Astral Beast form, you can clear a Stress or gain a Hope. If you took Severe damage in your Astral Beast form, clear a Stress and gain a Hope instead.
Mastery Feature
Become the Beast: Choose two additional level-up options for your Astral Beast form. You can also enter your Astral Beast form by spending a Hope.
Unlocking Instincts: When an adversary attacks an alley while they are within your Melee range, your alley gains +2 to their Evasion against that attack
Background Questions
Answer any of the following, or create your own.
- • What event was the catalyst that unlocked your aura?
- • How did you learned to control and use your unique powers? Did you have a mentor, learned through trial and error, a book or through instinct?
- • What habit do you have that helps you focus or meditate?
Connections
Ask one of the following, or improvise.
- • What is something we both find revolting and still refuse to change our opinion about?
- • What trauma have I helped you overcome or are currently helping with?
- • What fear or secret did I make you promise not to reveal to others?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.