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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.
Post-transformation, its length stole from its width and elongated time times its original schematics. It took on a slender and considerably flexible frame reminiscent of a squid, behaving like a whale. Elsewhere:
  • A remote-controlled drone would suddenly take on an insectoid appearance and scamper away.
  • A drill would begin acting like a snake and coil its cord around the hand using it.
  • A thick bulky suit could split open at the seams, sprouting teeth, and consume the person inside.
  • 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
  • 1d6 at 5th level
  • 1d8 at 9th level
  • 1d10 at 13th level
  • 1d12 at 18th level
  • - 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:
  • A target takes 1d6+3 damage, then another of your choice within 15 feet of the target is dealt 1d4+3 damage.
  • A target creature within range regains 1d6+3 hp, then a another of your choice within 15 feet of the target is healed for 1d4+3 hp. If you are within 15 feet of the second target you regain 1d4+3 hp.
  • - 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:
  • Target regains d6 hp after taking damage.
  • Attacker takes d6 damage before determining damage.
  • - 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:
    1. Defense: +1 bonus to AC while wearing armour
    2. Dueling: +2 bonus to damage rolls when wielding a one-handed melee weapon without another weapon
    3. Great Weapon Fighting: Reroll 1s and 2s on damage dice for two-handed or versatile weapons
    4. Protection: Use a 5ft radius shield to impose disadvantage on attacks against a target
    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:
    1. Every creature in range takes 8d6 damage on a failed save.
    2. Every friendly target within range heals for 4d6 hp, and any enemy within range takes 3d6 radiant damage on a failed save.
    Any damage taken is halved upon a successful save.
    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:
    1. Deals an extra 1d6 radiant damage and 1d4 fire damage to any target on hit. Any flammable object hit, ignites if it isn't being worn or carried.
      This damage increases to 2d6 at 14th level and 3d6 at 18th level.

    2. All enemies withing a 15ft radius become nauseous and must make a CON saving throw. On a fail, all enemies within range now roll with disadvantage when attacking you. When you hit with an attack, your target takes an extra 1d6 damage.
      This damage increases to 2d6 when you reach 14th level and 3d6 at 18th level.
    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:
    1. take 5d8 damage, or half as much damage on a success.
    2. heal allies for 6d6 and enemies take 6d6 radiant damage on a failed save, or half as much damage on a success
    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:
  • Round 1: Acknowledge vague intentions around you
  • Round 2: Detect the number of auras for creatures, objects and powers
  • Round 3: Identities are revealled. If the target has 5 or more hp than you, you become dazed for 1 round and the power ends.
  • 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


    Cover image: Into The Depths by Andrée Wallin

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