The Auramancer In the battlefield, you see wizard at a range casting devastating magic onto his foes. Suddenly, without time to react a Minotaur is seen charging towards him. In a blink of an eye, an armoured person wielding a shield appears between them. In the battlefield, you see wizard at a range casting devastating magic onto his foes. Suddenly, without time to react a Minotaur is seen charging towards him. In a blink of an eye, an armoured person wielding a shield appears between them. A group of adventurers are defending the city from the ferocious dragon. As the dragon takes in a deep breath, it releases all its rage with its fire onto the adventuring party. Just in the nick of time, a magical barrier appears around them, keeping them safe from the scorching heat. A group of adventurers are defending the city from the ferocious dragon. As the dragon takes in a deep breath, it releases all its rage with its fire onto the adventuring party. Just in the nick of time, a magical barrier appears around them, keeping them safe from the scorching heat. Surrounded by enemies, you see a man in the center of them with a look of pain on his face. He exudes a deep purple aura, and those around him seem to suddenly wear the same expression as he does. Surrounded by enemies, you see a man in the center of them with a look of pain on his face. He exudes a deep purple aura, and those around him seem to suddenly wear the same expression as he does. A group of goblins seem to have gravely injured a party of adventurers. A woman is seen to run into the middle of the battle, and reduce the goblins to ash. Shortly, followed by summoning the rain which revitalize those around her. Empathic Projection A group of goblins seem to have gravely injured a party of adventurers. A woman is seen to run into the middle of the battle, and reduce the goblins to ash. Shortly, followed by summoning the rain which revitalize those around her. All creatures have an aura within themselves, whereas Auramancer's are able to extend this aura out of their body. Being natural empaths, they are able to feel and understand those closest to them with ease. At the same time, they are able to project these emotions to those around them using their auras. Imbued with Essences Auramancer's have learned to extract the essences of things around us. After which they are imbued with it. In doing so, they're able to change the very nature of their auras, which lead to a culmination of different properties. Creating an Auramancer When creating an Auramancer, first consider the origin of your powers. Is it hereditary? Did you learn? Or have you grown tired of not making it in time to save those you care for. Maybe, you have felt nothing but pain throughout your life, and now you're finding a way control your powerful emotions. Perhaps, being secluded you have unlocked the secrets of the earth and able to harness its powers. Be creative with your descriptions with auras. Can they be seen? What do others see or feel when you change your aura. Quick Build You can make an Oracle quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Hermit background Multiclass Option You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Auramancer Level Proficiency

Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Projected Aura, Instill Ward, Presence — — — — — 2nd +2 Spellcasting 2 — — — — 3rd +2 Presence feature 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Projected Aura 4 2 — — — 6th +3 Presence feature 4 2 — — — 7th +3 — 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Essence of Body 4 3 2 — — 11th +4 — 4 3 3 — — 12th +4 Ability Score Improvement, Presence feature 4 3 3 — — 13th +5 Essence of Mind 4 3 3 1 — 14th +5 — 4 3 3 1 — 15th +5 Projected Aura 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 Essence of Soul 4 3 3 3 1 18th +6 — 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 — 4 3 3 3 2 Class Features As an Auramancer, you gain the following class features: Hit Points Hit Dice: 1d8 per auramancer level

1d8 per auramancer level Hit Points at 1st Level: 1d8 + your Constitution modifier

1d8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per auramancer level after 1st. Proficiencies Armor: Light armour, medium armour, and shields

Light armour, medium armour, and shields Weapons: Simple Weapons

Simple Weapons Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Nature, Insight, Medicine, Perception, Survival, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any simple or (b) a martial weapon (if proficient)

(a) scale mail or (b) leather armour or (c) chain mail (if proficient)

(a) a priest's pack or (b) an explorer's pack

Shield Projected Aura You project and aura centered on you. The aura has a height of 5ft and has a range that grows depending on your level shown within the table below. The Aura is active at all times and becomes inactive if you are incapacitated, unconscious, or dead. Additionally, if a warded creature and a hostile creature are within the area of your aura, you may use the Help Action at a distance. Projected Aura Class Level Range 1st 15ft 5th 30ft 15th 60ft

Furthermore, your Aura of Vitality, Aura of Purity, Aura of Life, Beacon of Hope, Crusader's Mantle and Circle of Power spells grow with your Projected Aura. Instill Ward At the end of a short or long rest, you choose a number of creatures that you have spent time with within the last 24hrs, and place an invisible ward on them. While warded creatures are within you aura, they gain certain benefits depending on various features. The ward lasts until your next long rest, or if the creature dies. Presence At first level, you are imbued with an essence that has shaped the nature of your aura. Choose Presence of Solitude, Presence of Harmony, Presence of Malice, or Presence of Nature. Your choice grants you features at 1st, 3rd, 6th, and again at 12th level. Spellcasting By 2nd level, the Auramancer can now cast spells. Preparing and Casting Spells The Auramancer table shows how many spell slots you have to cast your spells. To cast one of your Auramancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Auramancer spells that are available for you to cast, choosing from the Auramancer spell list. When you do so, choose a number of Auramancer spells equal to your Wisdom modifier + half your Auramancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your Auramancer spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Auramancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier Spell attack modifier = your proficiency bonus +

your Wisdom modifier Spellcasting Focus You can use an arcane focus or a shield as your spellcasting focus. 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. Alternatively, you can choose a feat. Essence of Body Starting at 10th level, you have a strong understanding of your own body and can now impart this knowledge to those around you. Warded creatures within your aura may now add your Wisdom modifier to saves against poisons and disease. Essence of Mind Beginning at 13th level, you have unlocked the secrets of your own mind and can instill this knowledge to those around you. Warded creatures within your aura may now add your Wisdom modifier to saves against being charmed. Essence of Soul By 17th, you have a clear understanding of your own soul and can instill this knowledge to those around you. Warded creatures within your aura may now add your Wisdom modifier to saves against being frightened.

Presence of Solitude You are imbued with the Essence of Trust. You keep warded creatures within your aura safe by being their shield. Your allies place their trust in you that you will always be there in time to protect them. Presence Spells You gain presence spells at the auramancer levels listed. Presence of Solitude Auramancer Level Spells 2nd Compelled Duel, Shield of Faith 5th Warding Bond, Enthrall 9th Blinding Smite, Shockwave ❖ 13th Banishing Smite, Staggering Smite 17th Destructive Wave, Holy Weapon Bonus Proficiencies At first level, you gain proficiency with martial weapons and heavy armour. Aura of Unity Starting at 1st level, when warded creatures end their turn within your aura, they gain temporary hit points equal to half your level (rounded up). Remember Temporary Hit Points DO NOT stack. Challenger's Call At 3rd level, you can keep your allies from harm's way. As an action, you can choose a number of unwarded creatures of your choice within your aura to make a wisdom saving throw. On a failed save, creatures are bound to target you. The saving throw can be repeated at the start of their turn. The effect ends after 1min or if you choose to make it stop (no action required). Once you use this feature, you can’t do so again until you finish a long rest. Safeguard Starting at 6th level, you can quickly aid allies within your aura by teleporting to their wards. As a reaction, when a warded creature within your aura is targeted by an attack or spell, you can teleport to their position and shove them 5ft in any direction, and use yourself as the target; possibly making the attack fail. Additionally, if you are within range, you may make a melee weapon attack. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a long rest. Unanimity At 12th level, you can turn the tide of battle by positioning your party in a strategic way. As an action, choose a number of warded creatures within your aura and swap their positions as you see fit. Once you've used this feature, you can't do so again until you've finished a long rest. DM Tip This subclass is meant to be upfront in battle, and requires careful thought into positioning. Not only by themselves, but by their allies. Player's with very far range may end up in unfavourable situations if they are outside of the aura. Also, when faced with a large number of foes, it forces the player to think carefully about using the Impelled Battle feature, as taking on too many enemies at once can be overwhelming.

Presence of Harmony You are imbued with the Essence of Grace. You provide magical barriers and shields to keep warded creatures safe. You bestow harmonious balance within your aura. Presence Spells You gain presence spells at the auramancer levels listed. Presence of Harmony Auramancer Level Spells 2nd Shield, Rise ❖ 5th Lesser Restoration, Inspire ❖ 9th Beacon of Hope, Endure ❖ 13th Death Ward, Otiluke's Resilient Sphere 17th Hallow, Mass Cure Wounds Bonus Cantrips At first level, you gain the Abjure ❖ and Denounce ❖ cantrips Aura of Empathy Starting at 1st level, you can feel the warded creatures within your aura. When casting an Auramancer spell on a warded creature within your aura, you may do so without needing sight. Shield of Amity At 3rd level, you can provide warded creatures within your aura with a magical shield. As an action, you make the shield you're holding dematerialize and you lose all of its benefits. In exchange you give its benefits to a warded creature within your aura. Additionally, as a bonus action, you may change the target of the shield to another warded creature within your aura. The effect ends after 1min or if you choose to make it stop (no action required). Once you use this feature, you can’t do so again until you finish a long rest. Harmonious Resonance Starting at 6th level, you create balance within your aura. When casting an Auramancer spell of 1st level or higher that affects a friendly warded creature within your aura, you may have it simultaneously affect another warded creature within your aura by expending an additional spell slot of equal level per warded creature. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a long rest. Bolster At 12th level, you are quick to soften the blow to those around you. As a reaction, all warded creatures are within your aura covered by a magical bubble. If one of the bubbles were to pop, the spell ends and the rest of the damage goes through as normal. The bubbles have a combined hit point total of twice your Auramancer level and lasts until the end of your next turn. Once you've used this feature, you can't do so again until you've finished a long rest. DM Tip When surrounded with allies, this subclass proves to be powerful. But alone, it cannot handle anything as it has no damaging abilities. It's also good to note that a player with poor spell slot management may always find themselves in an unfavourable situation. Remember that the Bolster feature states that all the bubbles share the same hit points. If one were to take sufficient damage from a heavy hit, the spell ends.

Presence of Malice You are imbued with the Essence of Hate. Rather than keeping warded creatures within your aura safe from others, you keep them safe from yourself. Presence Spells You gain presence spells at the auramancer levels listed. Presence of Malice Auramancer Level Spells 2nd Puppet, Silent Image 5th Crown of Madness, Demoralize ❖ 9th Vampiric Touch, Enemies Abound 13th Confusion, Phantasmal Killer 17th Geas, Contagion Bonus Cantrips At first level, you gain the Mind Sliver and Minor Illusion cantrips Aura of Malignance Starting at 1st level, you can use warded creatures as a conduit of your spells. When casting an auramancer spell on a hostile creature within you aura, you may instead do so through a warded creature within your aura. Additionally, you may use the Search action as a bonus action when looking for unwarded creatures within your aura. Malicious Intent At 3rd level, you instill fear into the hearts of your enemies. As an action, you cause all unwarded creatures within your aura to make a Wisdom saving throw. On a failed save, they are frightened. The saving throw can be repeated at the start of their turns. The effects end after 1min or if you choose to make it stop (no action required). Once you use this feature, you can’t do so again until you finish a long rest. Surge of Enmity Starting at 6th level, you exude hostility. As an action, you cause the area within your aura to become difficult terrain for unwarded creatures. This lasts until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a long rest. Wave of Malignance At 12th level, you cause all those around you to suffer. As an action, you cause all unwarded creatures within your aura to make a Wisdom saving throw. On a fail save, you may consult the table below and choose one of the following effects. The effect lasts until the end of your next turn. Effect Despair Disadvantage on Attack Rolls Torment Disadvantage on Ability Checks and Saving Throws on an ability score of your choice Anguish Take additional psychic damage equal to your Wisdom Modifier from warded creatures Once you've used this feature, you can't do so again until you've finished a long rest. DM Tip This subclass may be the polar opposite of the previous one but they do share something similar; that they can't really do anything on their own. Also, note that this class must be in the thick of things to provide maximum debuffs. Plan encounters wisely. More frequent encounters can force a player to be more strategic and careful on when to use the subclass features.

Presence of Nature You are imbued with the Essence of Elements. You have unlocked the secrets of the natural world and are able to adapt to any situation. Presence Spells You gain presence spells at the auramancer levels listed. Presence of Nature Auramancer Level Spells 2nd Entangle, Faerie Fire 5th Flock of Familiars, Bramble Vines ❖ 9th Conjure Animals, Sleet Storm 13th Elemental Bane, Polymorph 17th Awaken, Wrath of Nature Bonus Cantrips At first level, you gain the Elemental Focus ❖ cantrip. Additionally, depending on what element you're currently attuned to, you may use the Gust, Shape Water, Mold Earth, or Control Flames cantrip. Aura of Refuge Starting at 1st level, your aura provides a safe haven in the wilderness. Warded creatures within your aura do no suffer the effects of extreme heat or cold from nature. Additionally, warded creatures within your aura gain additional benefits depending on what element you're attuned to. You can use your action to attune to a different element. Elemental Essence Element Effect Air Warded creatures starting their turn in your aura gain a 5ft bonus to their speed. Water Warded creatures within your aura gain a swimming speed equal to their walking speed. Earth Warded creatures within your aura are not affected by difficult terrain. Fire Warded creatures within your aura deal additional fire damage with weapon attacks equal to your Wisdom modifier. Spiritual Essence At 3rd level, you can imbue the essence of spirits and change the nature of your aura. When doing so, you replace the effects of your elemental aura. While still in effect, you may use your action to imbue the spiritual essence with another and replace the current one in effect. This feature only affects warded creatures within your aura and the bonuses are equal to your Wisdom modifier. Spiritual Essence Spirit Effect Feline Bonus to Dexterity ability checks and saving throws Usarine Bonus to Constitution ability checks and saving throws Avian Bonus to Wisdom ability checks and saving throws Canine Bonus to Strength ability checks and saving throws Reptile Bonus to Charisma ability checks and saving throws Primate Bonus to Intelligence ability checks and saving throws The effects ends after 1min or if you choose to make it stop (no action required). Once you use this feature, you can’t do so again until you finish a long rest. Elemental Prowess Starting at 6th level, you have learned to gain benefits from the elements. While you are attuned to an element, you can use your action to create one of the following effects Elemental Prowess Element Effect Air Soar - warded creatures within your aura gain a flying(hover) speed equal to twice their normal movement until the end of their turn. Water Healing Rain - you conjure magical rain that heals warded creatures within your aura for 2d8. Earth Fortify - all warded creatures within your aura are granted resistance to all non-magical piercing, bludgeoning, and slashing damage until the end of your next turn. Fire Combust - all unwarded creatures within your aura take fire damage equal to half your level (rounded up). You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a long rest. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses after a long rest.

Elemental Quintessence At 12th level, you have learned to manipulate the elements in its purest form. Whilst attuned to an element, you can use your action to create one of the following effects Elemental Quintessence Element Effect Air Cyclone - all ranged weapon attacks made by unwarded creatures within your aura are done at a disadvantage. Additionally, unwarded creatures within your aura are under the deafened condition. This effect lasts until the end of your next turn. Water Rejuvenating Pulse - a stream of water radiates from you healing all warded creatures within your aura equal to half your auramancer level (rounded down) + your wisdom modifier. Additionally, you can remove one negative effect from those healed by these waters. Earth Entomb - unwarded creatures within your must make a Dexterity saving throw or be restrained until the end of your next turn. Additionally, the area within your aura becomes difficult terrain until the end of your next turn. Fire Illuminate - the area in your aura is filled with light. Unwarded creatures within your aura must make a Dexterity saving throw or be blinded until the end of your next turn. Additionally, you can dispel magical darkness. Once you've used this feature, you can't do so again until you've finished a long rest. DM Tip This subclass is meant to adapt to any situation. When planning encouters, before a climax encounter, ensure that the previous once were challenging enough that the player burns out some of their class features. Also, this is probably the only subclass with a little bit of damage. Already being a utility heavy, increase the difficulty of the encounters to make things more interesting.

1st Level Absorb Element

Alarm

Bane

Bless

Cause Fear

Ceremony

Charm Person

Create or Destroy Water

Cure Wounds

Feather Fall

Guiding Bolt

Healing Word

Rise ❖

Sanctuary 2nd Level Aid

Calm Emotions

Darkness

Darkvision

Enlarge/Reduce

Gust of Wind

Healing Spirit

Heat Metal

Hold Person

Inspire ❖

Invisibility

Lesser Restoration

Levitate

Pass Without Trace

Prayer of Healing

See Invisibility

Spider Climb 3rd Level Aura of Vitality

Catnap

Clairvoyance

Counterspell

Create Food and Water

Crusader's Mantle

Daylight

Dispel Magic

Endure ❖

Fear

Feign Death

Fly

Haste

Hypnotic Pattern

Magic Circle

Mass Healing Word

Remove Curse

Revivify

Major Image

Slow

Wall of Sand

Wall of Water

Windwall 4th Level Arcane Eye

Aura of Life

Aura of Purity

Control Water

Dimension Door

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Stone Shape

Wall of Fire

Watery Sphere 5th Level Circle of Power

Control Winds

Dream

Greater Restoration

Mass Cure Wounds

Mislead

Pass Wall

Rary's Telepathic Bond

Scrying

Seeming

Telekenesis

Teleportation Circle

Wall of Force

Wall of Stone

Auramancer Spells Abjure abjuration cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You protect a friendly creature from harm. Until the end of your next turn, the willing creature is resistant to the next non-magical slashing, piercing, or bludgeoning weapon attack. Harrow evocation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous A force of power bursts out from a willing creature. All creatures within 5ft of it must make a Dexterity saving throw or take 1d6 force damage At Higher Level this spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Elemental Focus evocation cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous You beckon the aid of the elements to help you fight. Choose between Air, Water, Earth, or Fire and make a ranged spell attack. On a success, you dead 1d6 slashing, cold, bludgeoning, or fire damage respectively. At Higher Level this spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Rise 1st-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: V, M, S (a dandelion flower)

V, M, S (a dandelion flower) Duration: Instantaneous You can help allies to get back on their feet. When a willing creature is knocked prone, you can spend your action to help them up without wasting movement. Inspire 2nd-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous Choose a willing creature. Until the end of your next turn, the inspired creature can add 1d6 to their next ability check, saving throw, or damage roll. At Higher Level when you cast this spell using a spell slot of 2nd level or higher, the die increases by 1d6 for each slot level above 1st. Bramble Vines 2nd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (rose vine)

V, S, M (rose vine) Duration: Concentration, up to 1 minute You wreathe a willing creature in thorny vines. Until the spell ends, whenever the wreathed creature targeted by a melee weapon attack, the attacker must make a Dexterity saving throw. On a fail save, the creature takes 2d4 slashing damage, or half as much on a successful one. At Higher Level when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Demoralize 2nd-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous A creature you can see must make a Wisdom saving throw or fall into dismay. On a fail save, it takes 1d6 psychic damage and it is slowed by 10 feet. At the end of its turn, it takes another 1d6 psychic damage. On a successful save, it takes half as much damage and suffers no penalty to its movement. At Higher Level when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Endure 3rd-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You grant a willing creature great fortitude. Until the spell ends, the creature cannot fall below 1hp. Also, whilst in this state, the creature cannot gain any benefits from restoring hit points in any way. Additionally, if cast on a creature that was unconscious, it regains 1hp.

Shockwave 3rd-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, M (any weapon or shield)

V, M (any weapon or shield) Duration: Instantaneous You hit the ground ahead of you. All creatures within a 5 feet wide and 30 feet long line must make a Dexterity saving throw. On a fail save, they take 3d8 thunder damage and are knocked prone, and half as much on a successful one. At Higher Level when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Credits Art The Destroyer - Book 3 Cover by theDURRRRIAN ( by theDURRRRIAN ( https://www.deviantart.com/thedurrrrian/art/The-Destroyer-Book-3-592960945 Anila, Magus of the second Seal by Simon Pape by Simon Pape https://www.simonpape.de/projects/e3NA3 Paladin by Nat Vitchayed by Nat Vitchayed https://www.artstation.com/artwork/X2BRn Protect by the Elder Scrolls Team by the Elder Scrolls Team https://legends.bethesda.net/en/media Reclamation Sage by Clint Clearley by Clint Clearley http://conceptartworld.com/artists/clint-cearley/ Flame Aura by Kieran Yanner by Kieran Yanner http://conceptartworld.com/artists/kieran-yanner/ On Water by Lie Setiawan by Lie Setiawan https://www.artstation.com/artwork/blBbr Syncopate by Tommy Arnold by Tommy Arnold http://www.artofmtg.com/art/syncopate/ Special Thanks to my party for being Guinea Pig play-testers Special Thanks to my party for being Guinea Pig play-testers Class by u/-eradar-