Dignitatic Aura
Dignitas naturally manifests as a thin imperceptible layer that accumulates around a person's body as they gain life experiences. The greater the diversity of experience one encounters, the stronger their dignitas. Only living things can gain dignitas.
Effect
Its primary role is to isolate the electron movements, as in chemical reactions, from the otherness of things outside the body.
Side/Secondary Effects
The auras are somewhat of a pseudo-atmosphere unique to you. It is a thin film that shields electron movements inside from the alternate physics outside.Ergo, any object not either within a person's dignitatic aura or thoroughly infused with protoplasm; will take on animal characteristics and rome their new environment while producing an aura that stops emergence from continuing.
Manifestation
Dignitatic auras appear as a ghostly halo around a person, at various intensity, in accordance to its strength.
Source
Dignitas
They are scientifically defined as the electronic impulses imprinted onto the mind from some decision made or from traumas inflicted onto a person.
While they may have negligible effects on the normal side of the opal portal, they showcase alternate properties that can bind to other objects.
Discovery
Honorius Disaster
The Honorius was initially a wide bodied vessel accommodating 900 crew members and tons and tons of materiel. In its case: the aura that came from the totality of ship's crew was insufficient to encompass even part of the ship.Additional Skills
Feature | Range | Description |
---|---|---|
Level 0 | ||
Aura Save DC | - | 8 + Proficiency Bonus + INT Modifier |
Aura Attack Modifier | - | Proficiency Bonus + INT Modifier |
Aura Focus | - | Can use any melee martial weapon as a focus for aura effects |
Aura Control | - | Unarmoured AC becomes 10 + INT Modifier + CHA Modifier |
Switch Auras | - | Swap between auras as a bonus action |
- | Aura of Life: Healing effects gain a bonus 1d4 , which increases to |
|
- | Aura of Death: Damage actions gain a bonus 1d4 necrotic damage, which increases as above. | |
Level 1 | ||
Chain Aura | 30 ft | Release a stream of aura to multiple targets for 1 of 2 effects: |
- | Damage or healing increases by 1 optional die of the same type + your proficiency for each level higher. | |
Aura Shield | 60 ft | Surround a target ally or self with a hardened aura causing: |
- | Damage or healing increases by 1d6 for each level above 1st. | |
Aura's Light | 30 ft Cone | Shed bright light within it's range, and dimly light all squares in double it's range. |
- | Choose a target who gains a +1 bonus to AC until the end of your next turn. | |
Level 2 | Requires a 5 CON modifier | |
Concentrated Disc | 60 ft | Concentrate aura into a 3ft disc to throw. On a failed DEX saving throw, the target takes 2d6+4 damage. Half on a success. |
- | Damage increases by 1d6+2 for each level above 2nd. | |
- | ||
Getsugaura | 30 ft line | Energy flows excessively from your focus weapon. Targets hit by the 15 ft by 5 ft line take ( 2d6 + INT modifier) damage. Targets explode in a 10ft radius for ( 4d6 + INT modifier) damage. Any target within the explosion radius then take an additional 1d6 fire damage. The target must make a DEX saving throw, taking half damage on a success. |
- | Damage increases by 1d6 for each level above 2nd. | |
Fighting Style | - | Choose only ONE fighting style:
|
Level 3 | Requires a 8 CON modifier | |
Stored Aura of Life | Self | When an action would reduce you below 5 HP, no damage is taken a number of times equal to your INT modifier before a long rest. |
Rejuvenation | 60 ft | Heal an ally for 2 minutes using for 4d6 hp |
- | Healing increases by 2d6 hp for each level above 3rd. | |
Personal Aura | 60 ft | Conjure a ball of aura over a target's shoulder for 2d6 hp healing or damage. The target may make an INT saving throw on each of their turns to remove the ball. |
- | Healing and damage increase by 2d6 for each level above 3rd. | |
Aura Bomb | 150 ft | Choose a point within range, where every target centered in a 20-ft radius sphere must make a DEX saving throw or either:
|
Aura Pulse | 120 ft radius | Emit a 10 ft aura pulse to where targets must make a DEX saving throw, or take 65 force damage, or half as much on a success |
- | Damage or healing increases by 1d6 for each level above 3rd. | |
Level 4 | Requires INT to be the highest ability score, followed by CHA | |
Ability Score Increase | - | Increase an ability score by 2 or two scores by 1 (max 20) |
Penance and Repentance | 120 ft | Choose two targets you see in range, and designate which are targeted by these effects: heal for 6d6 hp and deal 6d6 damage. |
Level 5 | Requires minimum 14 INT and 12 CHA | |
Aura Infusion | - | Using a slot, imbue a weapon with either:
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Aura Cloud | 60 ft | Choose a point within range for a 20-ft-radius sphere of fog that lasts 5 minutes. Targets within must make a CON saving throw or:
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Aura Surge | 15 ft | Immune to fear. Allies within gain a +4 bonus on saving throws against fear effects |
- | Damage or healing increases by 2d6 for each level above 5th. | |
Level 6 | ||
Elemental Aura Manifestation | Self | Choose one elemental subtypes granting immunity to such damage. You radiate a damaging aura that does 4d6 of elemental damage of that type to anyone within 10ft at the beginning of your turn. |
Level 7 | ||
Everlasting Aura | - | Once per week, revive creatures that have been dead up to a month with extra hp equal to your INT modifier (min 1) |
Level 9 | ||
Returning Aura | - | When healing others, you regain hp equal to your INT modifier (min 1). Alternatively, you regain hp equal to your CHA modifier (min 1), when siphoning it. |
Level 10 | ||
Improved Aura Control | - | Unarmoured AC becomes 12 + (INT or STR) Modifier + CHA Modifier |
Level 11 | ||
Enduring Aura | - | No longer affected by the passage of time |
Level 12 | ||
Aura Sphere | 90 ft | Create a protective aura sphere with 10 hp |
Level 14 | ||
Aura Mastery | - | The numeric effect of your aura is doubled |
Level 15 | ||
Deeper Understanding | - | Permanently increase INT by 4 (max 24) |
Level 16 | ||
Aura Extension | - | Extend your aura range by 120 ft for a total number of rounds per day equal to your CHA modifier (min 1) |
Level 17 | ||
Aura Sight | 60 ft Cone | Discern others' auras via various shades of colour: |
Level 18 | ||
Scales of Life and Death | - | Roll death saves even at 0 hp to return to 1 hp. On a success, heal an ally by d12 hp or. On a fail, deal that much damage to an enemy. |
Level 19 | ||
Aura Burst | Self (30-ft radius) | Unleash 1-2 powerful aura bursts of spheres causing d10 force damage each |
Level 20 | ||
Aura Dome | 25 ft wide and 15 ft high | For 1 minute, heal allies by ( 4d6 +INT modifier) hp, up to half their max hit points. Attackers must make a CON saving throw or take ( 2d12 + your INT modifier) damage. They take half damage on a success. |
Material Components
Conscious Thought
Gestures & Ritual
Automatic
Related Element
Effect Duration
Lifetime
Effect Casting Time
Instantaneous
Range
1mm from the skin surface
Level
Layman
Applied Restriction
Dignitatic auras can only manifest in Manidweepa and does not act as a viable shield against physical attacks
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