The Auramancer

The Auramancer is a master at bending his own life force to create devastating spells and powerful weapons all at a cost of course. Some even learn to bend other's life force granting them great power or crippling hindrances. Either way the Auramancer makes deadly work of life.

The Magic of Life

Your life force is not just your means of existance but a source of power as well. Few can say they can create a weapon from their very being or change the mood of those around them and many scoff at an auramancher's masochistic nature, but few have seen the power of an auramancer.

creating an auramancer

The knowledge and the resiliant life force required to be an auramancer make Con and Int the best stats for an auramacer.e

Class Features

As an auramancer you gain the following class features.

hit points

hit dice: 1d8 per auramancer level

hit points at 1st level: 8 + constitution modifier

hit points at higher levels: 1d6 (or 4) + constitution modifier per auramancer level after 1st.

proficiencies

you are proficient with the following items, in addition to any proficiencies provided by your race or background.

armor: light armors

weapons: martial weapons

tools: none

Saving Throws: Constitution, intelegence

skills: choose two from arcana, history, insight, investigation, and medicine.

equipment

you start with the following items, plus anything provided by your background.

(a) a dagger or (b) a light crossbow

(a) a component pouch or (b) an arcane focus

(a) an explorer's pack​ or (b) a scholar's pack

padded armor

alternatively, you may start with 4d4 x 10 gp to buy your own equipment.

Aura Sense

You can see other's auras giving you insight into what they are feeling. As a bonus action you may look into a sentient creature's aura that is within your line of sight. The creature's aura will be a specific color based on their curent emotions.

Light blue: If the creatures's aura is light blue then they are calm and arn't feeling any one emotion in particular.

Dark blue: If the creatures's aura is dark blue then they are sad.

Yellow: If the creture's aura is yellow then they are happy or excited.

Red: If the creature's aura is red then they are angry.

White: If the creatures's aura is white then they are feeling a wide range of emotions and are usualy distresed or paniced.

The DM can to assign other colors to other emotions a creature might be feeling.

Spellcasting

Most auramancies require the use of the Weave, and so auramancers often learn normal spells as well as aurmancies.

Cantrips

At 1st level you can cast two cantrips from the auramancer spell list. You learn aditional cantrips at higher levels, as shown in the "Cantrips Know" column.

Prepairing and Casting Spells

The auramancer 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.

Known Spells

You don't know any spells right now but you'll learn some later

You learn an additional auramancer spells of your choice according​ to The Auramancer table. Each of these Spells must be of a level for which you have Spell Slots.

Additionally, when you gain a level in this class, you can choose one of the auramancer Spells you know and replace it with another spell from the auramancer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your auramancer spells, since auramancy requires years of studing and training.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for an auramancy spell you cast and when Making an Attack roll with one.

Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier