The Auraknight The elf observes the blobs of aether that trail away from each passerby, destined to go unnoticed by all but for a few. A jagged scream rings out, and in a moment her own aether expands into an aura that envelops the charging bandits. Their cries of frustration turn to pain as her blades of aura parry then slash at them. A winter wolf stalks its prey in the snowy mountains of its home. A half-orc has foolishly entered her territory. Yet there is a strangeness. The prey has walked from dawn to dusk without signs of fatigue nor coldness of breath. Regardless, hidden within the folds of snow she tenses to strike. A moment passes, then two. She leaps, and so does the prey towards her. A sudden sharp pain then dulls the swiftness of her teeth. A damning conclusion begins to dawn on her: this is not prey. It is a predator. Laying aside his studies, the gnome tries once more to apply what he has learned. He expands his aura, which begins to warm the air around him. He takes another flask of alchemist's fire and then, with a grimace, breaks it at his feet. A flame bursts and flurries, this time only slightly singeing himself and the three straw dummies posted around him. A great success! He celebrates by throwing a punch, inadvertently releasing a cone of flame into the dummies and the rest of the alchemist's fire. Not again. Training and Study Becoming an auraknight requires both natural talent and unceasing study. Few can tap into the aether that lies dormant within every creature, and even fewer can learn to exploit it. Legends tell that the first auraknight could see the very potential within the auras he witnessed, and established an order to train disciples under. Therein he cultivated their minds and bodies, to which he called "spirit", then sent them out into the world to find more disciples and establish new orders. Auraknights meld mind, magic, and combat together. Like Fighters, auraknights are trained in the basics of all weaponry, but are not masters of them. Instead, weapon-use merely acts as the medium by which an auraknight applies its mind and extends its magic. Every auraknight is capable of generating a protective aura and transforming ambient aether into elemental evocation. Beyond these basics of aetheric control, each auraknight expands their study into different applications of their mind and magic. Some focus their aura to release the limits of their minds and bodies, others on tapping into the powerful currents of nature. This careful balance of might and magic makes an auraknight a potent force on and off the battlefield. Active Defenders Control of one's aura allows one to disrupt the very space around oneself as well as convert the aetheric energy into evocative forms. Unlike the Paladin's, an auraknight's aura is an active effort made in response to activity within their aura's range. Auraknights leap into the fray to protect their allies and frustrate their enemies. They will tend to stay as close to as many creatures as possible to maximize the benefits of their aegis aura. Creating an Auraknight When creating an auraknight, first think about who discovered your talent and from which order you were trained. An order does not necessarily refer to the subclass you choose at 3rd level. An order is first and foremost any organization that seeks, recruits, and educates in the studies of an auraknight. A single order can graduate students who pursue different subclasses. But common to nearly all orders is a binding teaching said to be passed down from the first auraknight: "Aether connects all living things. One is all, all are one. To become an auraknight is to understand and strengthen these bonds." How do you interpret this teaching? What bonds connect you to others? How will you go about strengthening these bonds? Or, if you reject the teaching, why? Quick Build You can make an auraknight more quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Intelligence to fuel your spellcasting and some auraknight abilities. Second, choose the Hermit background. Class Features As an auraknight, you gain the following class features. Hit Points Hit Dice: 1d10 per auraknight level

1d10 per auraknight level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per auraknight level after 1st Proficiencies Armor: All armor

All armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, Arcana, History, Investigation, Nature, Perception, and Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) one two-handed martial weapon or (b) two one-handed melee martial weapons

(a) five javelins or (b) a light crossbow and 20 bolts

(a) leather armor, (b) chain shirt or (c) chain mail

(a) explorer's pack or (b) scholar's pack 1

/ Class Table / .phb .classTable { border-image-outset: 25px 10px !important; align:center; width:90%; height:385px; margin-left:auto; margin-right:auto; line-height:11px; } The Auraknight Level Proficiency Bonus Features Aegis Radius Aether Art Uses/Damage 1st 2nd 3rd 4th 5th 1st +2 Touch of Aether, Aether Sight — — — — — — — 2nd +2 Aegis, Spellcasting, Aether Art 10 2/1d6 2 — — — — 3rd +2 Spirit Order 10 2/1d6 3 — — — — 4th +2 Ability Score Improvement 10 2/1d6 3 — — — — 5th +3 Aegis of Assault, Aether Sight 15 2/2d6 4 2 — — — 6th +3 Aegis of Renewal, Fortify Aura 15 2/2d6 4 2 — — — 7th +3 Spirit Order Feature 15 3/2d6 4 3 — — — 8th +3 Ability Score Improvement 15 3/2d6 4 3 — — — 9th +4 — 20 3/3d6 4 3 2 — — 10th +4 Spirit Order Feature 20 3/3d6 4 3 2 — — 11th +4 Extra Reaction 20 4/3d6 4 3 3 — — 12th +4 Ability Score Improvement 20 4/3d6 4 3 3 — — 13th +5 — 25 4/4d6 4 3 3 1 — 14th +5 Bond of Aether 25 4/4d6 4 3 3 1 — 15th +5 Spirit Recovery 25 5/4d6 4 3 3 2 — 16th +5 Ability Score Improvement 25 5/4d6 4 3 3 2 — 17th +6 — 30 5/4d6 4 3 3 3 1 18th +6 Aura Sense 30 5/4d6 4 3 3 3 1 19th +6 Ability Score Improvement 30 5/4d6 4 3 3 3 2 20th +6 Spirit Order Feature 60 5/4d6 4 3 3 3 2 Touch of Aether Beginning at 1st level, you discover the flow of aether within yourself and learn to project it outwards. Your first lesson involves taking a part of your own inner aether and imbuing it onto another creature or object. While touching a creature or an object, you can as an action leave a mark on the location you are touching. This mark is invisible to anyone but you and those who have the benefit of the Detect Magic spell or similar. You can have a number of marks equal to your Intelligence modifier (minimum 1), and if you place a mark in excess of that number, your oldest mark disappears. You always know the direction of your mark so long as it remains on the same plane as you, though you do not learn the distance between you and it. The mark lasts until you use this feature again, you or the mark move within the range of an anti-magic field or similar, or until a dispel magic spell is cast upon your mark. Aether Sight By concentrating your aether into your eyes, you become able to see the threads of magic that bind all life and matter together. At 1st level, you can cast the detect magic spell without expending a spellslot. At 5th level, you can cast the see invisibility spell once without expending a spell slot. You can't do so again until you finish a short or long rest. Aegis At 2nd level, you learn how to create an aura of safety. As a bonus action on your turn, you can create a 10-foot-radius aura. Its size increases as you gain auraknight levels, as shown in the class table. Whenever a creature within the range of this aura including yourself is hit by an attack, you can as a reaction force the attacker to reroll the attack. The attacker must use the new result. This aura lasts for one minute, until you fall unconscious, or until you choose to end it (no action required by you). You have two uses and regain expended uses at the end of a short or long rest. 2

Spellcasting By 2nd level, you learn how to manipulate the ambient aether to do your will, much as a wizard does. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The auraknight spell list is detailed at the end of this document. Spell slots The auraknight 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 longstrider and have a 1st-level and a 2nd-level spell slot, you can cast longstrider using either slot. Spells Known of 1st Level and Higher You know a number of 1st-level spells of your choice equal to your Intelligence modifier + half your Auraknight level (rounded up) from the auraknight spell list. Each time you learn a new spell, the spell must be of a level of which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you cast through careful study. 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 a spell you cast and when making an attack roll with one. Auraknight class features that force a saving throw also use your Spell save DC. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Aether Art Also at 2nd level, you discover how to channel aether into bursts of elemental power. When you make a weapon attack or a special attack, you can expend one use of this feature to imbue your attack with one of the following options. If your attack hits, you deal extra damage associated with the option and apply its effect to the target creature. If you miss, you deal only half the extra damage. At 2nd level, you have 2 uses and the extra damage is a 1d6. These increase according to your class level, as seen on the class table under the Aether Art Uses/Damage column. You regain uses of this feature at the end of a short or long rest. Spring’s Storm. Damage type: Lightning. Effect: target can’t make reactions until the end of your next turn.

Damage type: Lightning. Effect: target can’t make reactions until the end of your next turn. Summer’s Fury. Damage type: Fire. Effect: deal additional damage to the target equal to your Intelligence modifier.

Damage type: Fire. Effect: deal additional damage to the target equal to your Intelligence modifier. Autumn’s Roar. Damage type: Thunder. Effect: target is pushed 10 feet.

Damage type: Thunder. Effect: target is pushed 10 feet. Winter’s Chill. Damage type: Cold. Effect: target's speed is reduced by 10 feet until the end of your next turn. Spirit Order When you reach 3rd level, you choose an order that defines the direction of your aether’s expression. You branch off into one of four spirit orders: Battlemind, Warden, Emitter, and Ardent. Your choice will augment your aegis and aether art features. You gain spirit order features at 3rd level as well as at 7th, 10th, and 20th. Order Spells Each order has a list of associated spells. You learn these spells at the levels specified in the order description. Order spells do not count against your number of spells known. If you gain an order spell that doesn't appear on the auraknight spell list, the spell is nonetheless an auraknight spell for you. Ability Score Improvement When you reach 4th level, and again at 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. Aegis of Assault Starting at 5th level, if a creature within the range of your aegis aura other than yourself makes an attack, you can as a reaction make a melee spell attack against the attacking creature. You are proficient in this attack and it uses your weapon's statistics. A creature attacked by you in this way can tell that you are the source of the attack, even if it is unable to detect your aegis aura. Aegis of Reversal At 6th level, while your aegis is active, when any number of creatures you can see other than yourself within the range of your aegis aura is forced to make a saving throw, you can as a reaction add your Intelligence modifier (minimum +1) from the result of their rolls. You can do this after you see their roll but only before you learn the result of their roll. Fortify Aura Also at 6th level, while your aegis aura is active, if you start your turn without having used one or more reactions since your previous turn, you gain temporary hit points equal to half your Auraknight level. These temporary hit points disappear when your aegis ends. Why is Aegis of Assault a special melee attack? By removing the "weapon" property, this attack disqualifies the Rogue's Sneak Attack from being used through multiclass shenanigans. This also disallows things like the Great Weapon Master feat, but the Auraknight is not intended to be a great damage dealer. It is first and foremost a defender. 3

Extra Reaction Starting at 11th level, you can make an additional reaction per round. Bond of Aether At 14th level, you learn how to strengthen the imperceptible links that exist between all living creatures. As a 10 minute ritual, you can magically link up to 8 creatures within touch range including yourself. This effect conveys the following information between members so long as they remain on the same plane and lasts for 24 hours or until you use this feature again, whichever comes first: Their general direction and distance from one another

Their emotional state

Their health status and any conditions they may be suffering from Spirit Recovery Starting at 15th level, when you roll initiative you regain 1 use of your Aether Art feature. This cannot exceed your maximum number of uses. Aura Sense At 18th level, when bathed in your aegis, all things shine by the light of their aether. You are aware of the location of all creatures and objects within the range of your aegis aura, and they shed a dim light 20 feet in all directions perceptible only to you, including creatures and objects in the ethereal plane. Creatures with the shapeshifter feature reveal their true forms to you superimposed over whatever other form they are taking. Creatures capable of casting spells and magical objects shed bright light 20 feet in all directions, then dim light 20 feet beyond that, perceptible only to you. You can selectively choose to turn off or on this light (no action required by you). Spirit Orders Auraknights inevitably pursue the paths of various spirit orders, different means of understanding and expressing one's aura and its interaction with the universal aether. Four options are available here: The Battlemind, the Warden, the Emitter, and the Ardent. Order of the Battlemind Battleminds direct their aether into themselves and others, enabling them to transcend the limits of their bodies and punish enemies. Order spells You gain order spells at the auraknight levels listed. Order of the Battlemind Spells Auraknight level Spells 3rd false life 5th misty step 9th haste 13th death ward 17th *world-slipping advance Speed of Thought At 3rd level, you add your Intelligence modifier to initiative rolls and, whenever you roll initiative, you can immediately move up to a number of feet in a straight line equal to your Aegis aura range, even when you are surprised, and can immediately activate your aegis aura if you have any uses remaining. This movement does not trigger opportunity attacks. Mind Spike Also at 3rd level, you cause another creature’s aether to attack itself. When a creature you can see within 30 feet of you makes an attack against another creature, you can as a reaction expend a use of your Aether Art feature to force that creature to make an Intelligence saving throw. On a failed save, the creature takes Aether Art psychic damage and has disadvantage on attacks that don’t include you as a target until the end of its next turn, or half damage on a success. Mind Over Body When you reach 7th level, you learn how to focus your inner aether, shielding yourself against harsh conditions. As an action, you can make yourself immune to the effects of extreme cold, extreme heat, high altitude, and frigid water (as detailed on page 110 of the Dungeon Master's Guide), which lasts for as long as you maintain concentration or until you end it (no action required by you). Persistent Harrier Additionally at 7th level, the aether bolstering your body allows you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash or Disengage action. Emergent Vigor At 10th level, each time you expend a hit die at the end of a short rest to regain hit points, you regain an additional amount of hit points equal to your Intelligence modifier. Harden Aegis At 20th level, your aura becomes so dense within you that it hardens your body against assault. While your aegis is active, your muscles bulge then tighten, your body emanates a metallic sheen, and you gain the following benefits: You gain a +2 bonus to AC

You have resistance to bludgeoning, piercing, and slashing damage.

You gain the benefits of the freedom of movement spell

Your aegis aura range is difficult terrain for creatures hostile to you and your allies 4

Warden Wardens draw aether from the nature around them, taking on their forms and unleashing them upon the battlefield. Order spells You gain order spells at the auraknight levels listed. Order of the Warden Spells Auraknight level Spells 3rd ensnaring strike 5th warding wind 9th call lightning 13th stoneskin 17th commune with nature Guardian’s Might When you choose this ward focus at 3rd level, you can have elemental power envelope your aegis. Whenever you activate your aegis feature, choose one of your Aether Art options. For the duration of your aegis, your aegis depicts harmless sensory effects akin to your chosen Aether Art, such as visible fissures of air and loud cracking sounds for thunder or licks of flames and a warm wind for fire, and you and allies within your aura’s range gain resistance to the damage type. Nature’s Wrath Also at 3rd level, you can as an action expend one use of Aether Art to evoke a 15-foot (self) cone of elemental energy. Choose one Aether Art option. Creatures in the cone must make either a Dexterity saving throw if you chose Spring’s Storm or Summer’s Fury, or a Constitution saving throw if you chose Autumn’s Roar or Winter’s Chill, taking damage and suffering the effect of your chosen Aural Art on a failure, or half damage on a success. Font of Life At 7th level, you can draw upon nature’s magic to grant sudden fortitude. You can as an action end any one effect that a save could end on a creature you can see within 15 feet of you, including yourself. You regain the use of this feature after a short or long rest. World’s Tree Starting at 10th level, your bond with nature’s power reveals the world around you to be one living organism connected by aether. You can cast the locate animals and plants spell at-will without expending a spell slot. Additionally, you can share vitality between yourself and others. At the end of a short rest, you can expend hit dice to heal other nearby creatures, and nearby creatures can expend hit dice to heal you. Guardian Form At 20th level, you can take on an aspect of the elements corresponding to one of your Aether Art options. As an action, choose one of the following options. For the next 10 minutes, you gain their associated benefits. Electric Dawn You are immune to lightning damage and have resistance to thunder damage.

You can ignore environmental conditions related to rain and wind.

You gain a flying speed of 60 feet.

When you use your Spring’s Storm option under your Nature’s Wrath feature, you can instead target a 60-foot line with a width of 5 feet, and it deals an additional 2d6 lightning damage. Burning Noon You are immune to fire damage and have resistance to cold damage.

You can ignore environmental conditions related to heat.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 10 fire damage.

When you use your Summer’s Fury option under your Nature’s Wrath feature, you can increase the cone’s range to 30 feet, and it deals an additional 2d6 fire damage. Howling Dusk You are immune to thunder damage and have resistance to lightning damage.

You can ignore environmental conditions related to rain and wind.

Whenever you hit a creature with a weapon attack, they fall prone. Creatures that are 2 or more size categories larger than you are immune to this effect.

When you use your Autumn’s Roar option under your Nature’s Wrath feature, you can instead target a 20-foot cube, and it deals an additional 2d6 thunder damage. Frozen Midnight You are immune to cold damage and have resistance to fire damage.

You can ignore environmental conditions related to cold.

The ground in a 10-foot radius around you is icy and difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within this radius for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or fall prone.

When you use your Winter’s Chill option under your Nature’s Wrath feature, you can instead target a 10-foot-radius sphere within 30 feet of you, and it deals an additional 2d6 cold damage. Once you use this feature, you cannot do so again until the end of your next long rest. 5

Emitter Emitters project their aura outwards, separating and maintaining effects over long distances. Order spells You gain order spells at the auraknight levels listed. Order of the Emitter Spells Auraknight level Spells 3rd catapult 5th *remote mark 9th conjure barrage 13th otiluke's resilient sphere 17th conjure volley Ignition Ward When you choose this spirit order at 3rd level, you can expend a use of your Aether Art to place an offensive shield on a creature you can touch as an action. Choose one of your options from your Aether Art feature. Until the end of your next short rest, the next time that creature takes non-psychic damage, roll your Aether Art dice and reduce the damage dealt by the result. Each creature within 5 ft. of that creature must then make a Dexterity saving throw, taking damage and suffering the effect of the chosen option on a failure, and half damage on a success. Additionally, at 10th level the range for granting a creature the benefit of your ignition ward increases from touch range to any creature within your aegis aura range. Project Aura Also at 3rd level level, when you activate your aegis feature, you can have your aegis aura also extend from an ally you can see. You must maintain line of sight to the target. You can choose a new target or end this ability as a bonus action. Otherwise it ends when your aegis duration ends. All abilities that utilize your aegis aura can be used within that additional range. Mark of Senses At 7th level, you can as a bonus action see, hear, and smell through a mark from your Touch of Aether class feature. You can do so with only one mark at a time. You can choose which and how many senses you convey and do not lose access to your normal senses while this ability is active. You can end this ability at any time (no action required by you). This ability requires concentration to maintain. Remote Aether Bomb At 10th level, you can detonate the fury of your ignition ward on command. As an action, choose a creature within line of sight that has the benefit of your ignition ward feature. The benefit ends on that creature, and each creature within 10 feet of that creature must then make a Dexterity saving throw, taking damage and suffering the chosen option's effect on a failure, and half damage on a success. Command Aegis When you reach 20th level, when you activate your aegis feature, your project aura feature applies to a number of allies equal to your Intelligence modifier (minimum +2). Those creatures all gain the benefit of your ignition ward feature. This does not consume uses of aether art. Ardent Ardents evoke aura to heal and empower their allies. Order spells You gain order spells at the auraknight levels listed. Order of the Ardent Spells Auraknight level Spells 3rd cure wounds 5th calm emotions 9th aura of vitality 13th aura of life 17th mass cure wounds Aetheric Surge When you choose this spirit order at 3rd level, when an ally declares an attack, you can as a reaction expend a use of aether art to apply one of its choices to their attack as if you had made the attack yourself. Empathic Rise Also at 3rd level, you can as a bonus action allow a creature within either your aegis aura range or touch range including yourself to expend a hit die and recover hit points as if they had spent a hit die at the end of a short rest. A creature can’t benefit from this feature again until the end of their next short or long rest. Ardent Mantle At 7th level, your mere touch boosts the confidence of your allies. Choose one of the following options. Mantle of Clarity While you are touching a creature, whenever they make any insight or perception checks, they can treat a d20 roll of 9 or lower as a 10. Mantle of Elation While you are touching a creature, whenever they make any intimidation or persuasion checks, they can treat a d20 roll of 9 or lower as a 10. Mantle of Illumination While you are touching a creature, whenever they make any Arcana, History, Nature, or Investigation checks, they can treat a d20 roll of 9 or lower as a 10. 6

Radiance and Recovery When you reach 10th level, you can emit a bright light to a range of 20 feet and dim light 20 feet beyond that or a dim light to a range of 20 feet from your body at-will. Also, creatures who complete a short rest within the range of your light including yourself regain one hit die. If they do so, they cannot do so again until the end of their next long rest. You and creatures who end a long rest together regain one additional hit die at the end of the long rest. Energizing Aegis At 20th level, whenever you activate your aegis feature, a number of creatures equal to your Intelligence modifier (minimum +2) other than yourself within your aegis aura range can immediately expend any number of hit dice to regain hit points as if they had expended them at the end of a short rest. If they have no hit dice remaining, they instead regain 20 hit points. Further, when you activate your aegis feature any number of prone creatures of your choice within your aegis aura range can immediately stand up without expending movement. 7

Spell List Auraknight Spells 1st Level Absorb Elements Alarm Animal Friendship Bane Compelled Duel Detect Magic Feather Fall Fog Cloud Identify Illusory Script Jump Longstrider Mage Armor Magic Missile *Mark of Listening Shield Silent Image Tenser’s Floating Disk 2nd Level *Aether Disc Aid Arcane Lock Augury Calm Emotions Detect Thoughts Enhance Ability Find Traps Hold Person Knock Locate Animals or Plants Locate Object Magic Weapon *Mark of Communication Nystul’s Magic Aura See Invisbility Shatter Silence Warding Bond 3rd Level Aura of Vitality Clairvoyance Dispel Magic Elemental Weapon Glyph of Warding Magic Circle *Mark of Teleportation Nondetection Protection From Energy Sending Wind Wall 4th Level Aura of Life Death Ward Elemental Bane Hallucinatory Terrain Locate Creature *Mark of Control Otiluke’s Resilient Sphere 5th Level Antilife Shell Circle of Power Geas Rary’s Telepathic Bond Wall of Force *New Spells Mark of Listening 1st-Level transmutation Casting Time: 1 action

1 action Range: 300 feet

300 feet Components: S, M (at least one Touch of Aether mark)

S, M (at least one Touch of Aether mark) Duration: Concentration, up 10 minutes You form an auditory link with a mark from your Touch of Aether feature within range (no line of sight required). You can hear as if you were in that space for the spell's duration. You can still hear sounds around your self. Excessive noise from around yourself may make it difficult to hear sound froun your mark and vice versa. Aether Disc 2nd-Level transmutation Casting Time: 1 action

1 action Range: 15 feet

15 feet Components: S

S Duration: Concentration, up 10 minutes You use the ambient aether in the air to form a circular, horizontal plane of force, 5 feet in diameter and 1 inch thick, above the ground in an occupied space of your choice or beneath your own feet within range. It produces dim light 10 feet in all directions. You can mount the disc as you would a horse, and while mounted it has a fly speed of 40 feet. Otherwise it remains stationary. It can hold up to 300 pounds. If more weight is placed on it, then for every 2 feet of movement you expend to move the disc, it moves 1 foot. If the total weight exceeds double its hold weight, the spell ends, and everything on the disc falls to the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its fly speed increase by 10 feet and the amount of weight it can hold doubles to 600 pounds for a 3rd level slot, 1200 for a 4th, and 2400 for a 5th. Mark of Communication 2nd-Level transmutation Casting Time: 1 minute

1 minute Range: 300 feet

300 feet Components: S, M (at least two Touch of Aether marks)

S, M (at least two Touch of Aether marks) Duration: 1 hour You form an auditory link with a mark from your Touch of Aether feature within range (no line of sight required). You can hear as if you were in that space for the spell's duration. You can still hear sounds around your self. Excessive noise from around yourself may make it difficult to hear sound froun your mark and vice versa. Mark of Teleporation 3rd-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: S, M (at least one existing Touch of Aether mark)

S, M (at least one existing Touch of Aether mark) Duration: Instantaneous You teleport to an empty space adjacent to a mark from your Touch of Aether class feature. The mark must be on the same plane of existence as you. The mark disappears wehn you arrive at your destination. If there is insufficient space, then the spell fails and you do not expend the spell slot. 8

World-slipping Advance 5th-Level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

S Duration: Concentration, up to 1 minute Until this spell ends, each time an attack misses you, you can teleport up to a distance of 30 feet. Remote Mark 2nd-Level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous You place a mark from your Touch of Aether class feature a creature or a surface within range. Multiclassing Requirements STR or DEX 13, INT 13 Credits Document created using The Homebrewery Auraknight created by /u/Leuku Special thanks to /u/layhnet, GK, and SH. More special thanks to /r/UnearthedArcana, /u/avelock, /u/g7een_eggs, /u/layhnet More thanks to /u/kithas488, /u/for_the_irony, /u/vaegrim, /u/PM_ME_YOUR_SWORDS Final version of this class is intended for DMsguild as Pay What You Want. This will be my first homebrew there. Previous Work Big Boss Solo Inserts Tinkerer Class Designing Mechanics of the Big Bad Goal Oriented Encounters Non-Resource Related Consequences Changelog 9/11/2017: Nothing yet. 9/12/2017: v1.1 Fixed # of spells known in the descriptions from 3 to 2

Improved Aegis to include yourself

to include yourself Fixed Mind Spike to clarify it uses a reaction and can be used spellcasting targets

to clarify it uses a reaction and can be used spellcasting targets Deleted "radius" from Nature's Wrath

Fixed wording of Font of Life 9/14/2017: v1.2 Changed Aether Sight to at-will Detect Magic

to at-will Detect Magic Improved 6th level Aegis of Reversal to allow subtracting your INT mod to a creature's saving throw result

to allow subtracting your INT mod to a creature's saving throw result Changed Extra Reaction to just grant an additional reaction.

to just grant an additional reaction. Changed Restore Vitality to the interaction feature Bond of Aether

to the interaction feature Reverted Mind Spike to earlier wording. Realized that its earlier wording already enables to be used against creatures who make spell attack rolls. 9/16/2017: v1.3 Changed some flavor text on the 1st page

Lots of minor formatting/cosmetic changes

Gave Bond of Aether a max duration of 24 hours

a max duration of 24 hours Changed Spirit Recovery to recover a use so long as you had less than your maximum

to recover a use so long as you had less than your maximum Added ability to Battlemind's 20th level Harden Aegis

Added mark disappearing on mark of teleporation spell 9/18/2017: v1.4 Added work-in-progress 3rd subclass: Emitter

Some rewording to better reflect PHB style

Clarified that the Battlemind's Ignition Ward requires an action

requires an action Fixed wording mistake of Mark of Senses

Clarified Aether Art recharges on a short or long rest 9