Tag Archives: DM’s Guild

Auraknight

As I’ve mentioned previously,  I’ve started livestreaming my weekly D&D prep (along with some explanation of why I do what I do) over on Twitch and then archiving the streams on YouTube. Hopefully, if you check it out, it’s helpful, inspirational, or both and, if you do like it, consider following/subscribing.

Today’s update is the design notes for the Auraknight, a 5th Edition D&D class I released on the DM’s Guild earlier and available here.

Feedback and any other thoughts are welcome!


The Auraknight began as an idea from one of my players who thought it would be cool to have a class based around summoning construct weapons from a set list. Originally, I had envisioned the class to be a martial one with archetypes chosen at 1st level and each archetype granted you access to certain weapons which you would have to summon in order until you completed a long rest. I realised this level of book-keeping wouldn’t be to everyone’s tastes and so I left the project on the backburner for a while, allowing my subconscious to mull it over.

Eventually I reached the class as it is now. I was inspired heavily by the Monk, indeed the class feature progression is a copy of the Monk’s, but inverted the concept. Where a Monk focuses on the internal manifestation of ki to buff themselves and affect the world around them, the Auraknight focuses on an external manifestation of their own spirit, similar to my Spirit Warrior class.

By doing this, I was able to create a class that can be played primarily as a support (through focussing more on using the Aura aspect) or as a more martial character (by using the Manifest Weapon feature) without the player ever having to choose one aspect of the class over the other. The flexibility of the class, I think, is a great mechanical tie-in to the story of the Auraknight, that of a person who has committed to altering the world around them through intense spiritual training but someone who isn’t afraid to defend themselves should the need arise.

It is important to note that I didn’t want to create another class that relied on an expendable resource to power their class features, so I tied the features to a permanent effect with a fluctuating range, as the Auraknight concentrates on powering their abilities,  their aura diminishes until the effect has ended.

Starting Proficiencies

Again, here I was inspired by the Monk class but wanted to evoke a feeling of someone who is focused on externalising knowledge (copying rare texts) or expressing their will on the world (creating clothes and art from fabric) without being a formally trained warrior (hence the limited weapon proficiencies). The saving throws are focussed on honing the mind and body, and the skill proficiencies are intended to reflect their awareness of the world around them and their scholarly background.

Aura

One half of the bread and butter of the class, this is intended to reflect the Auraknight’s ability to alter the world around them in limited ways by sharing their skills as a passive bonus to allies.

Manifest Weapon

The other side of the class, the defender of others. By granting the Auraknight proficiency in a weapon only as long as it is manifested is intended to convey the idea that it is their will they are fighting with, rather than a mundane weapon, but considerations were made for magical weapons and at higher levels, the Auraknight can sacrifice the range of their aura to temporarily improve their weapon as their willpower strengthens.

Unarmoured Defence

The same as the monk feature, this is intended to represent a heightened awareness of the world brought about by self-mastery.

Rejuvenation

Tying in with the narrative of defending others, this is a small heal and, at higher levels, a buff tied to control of the PC’s aura.

Infusions

The class paths each feature a different flavour and are described below.

Ability Score Improvement

The Auraknight follows the standard ASI pattern.

Extra Attack

The Auraknight has a greater knowledge of the flow of combat at this level and can use that to their benefit, but only gets this feature once as martial ability is not the focus.

Mystical Weapons

Because Auraknights may not benefit from magical weapons as much as other characters due to their limited ability to wield weapons and a functionally lower attunement limit, this was added as a balancing feature to ensure they aren’t useless when faced with foes with resistance to non-magical damage.

Manifest Aura

This is intended to function similarly to the shield spell but provide a wider number of creatures with its benefits, so it provides a smaller boost but lasts longer.

Soothing Aura

As the Auraknight gains greater control of their abilities, they can use their aura to heal their allies more often.

Mystical Insight

This feature is intended to reinforce the narrative of the Auraknight. Here, they can read the auras of other people and gain role-playing benefits if they do so.

Centred Mind

As the Auraknight masters their aura, they are better able to master their own spirit and mind. This feature is a representation of their growing discipline.

Selfless

As the Auraknight has some niche proficiencies and might not always want to be on the frontline, this feature is intended to add a layer of strategy and tactical placement to the aura by allowing it to be transferred to an ally for 1 minute.

Font of Hope

This is a progression of Centred Mind which applies to a single ally and provides a minor heal to creatures in the aura.

Master of the Spirit

As a keystone ability, I wanted something that broke the rules of the class and provides the opportunity for a few rounds of the Auraknight to use all of the options available to them by increasing their Aura’s range past its usual maximum.

Infusions

Conqueror

This class path is the most martial of the four and focusses on using the aura itself as a weapon.

Martial Teachings

This provides the Auraknight with a wider variety of weapons to tie it into the martial narrative of this path.

Commanding Presence

The Auraknight on this path becomes more of a tactician and is able to use their knowledge to help their allies position themselves for the best effect.

Aura of Iron

Each infusion has at least one aura ability to define that infusion and this is no different. The Auraknight may only make a single attack on the turn they use this feature, but it is made against multiple targets within their aura.

Will of the Conqueror

This is a debuff I felt was thematically appropriate for the class path and provides something other than another source of damage.

Victorious Spirit

This is a minor version of the keystone ability.

Defender

This class path focuses on the defence of others, rather than increasing damage outputs.

Bulwark

This feature is intended to define the class path and be a clear indicator of its focus.

Defensive Stance

Where other class paths offer utility or an extra source of damage, this feature is focussed on improving the Auraknight’s ability to withstand blows that might otherwise hit their allies.

Shielding Aura

This is a copy of the shield spell, flavoured to fit the Auraknight but with a significant drawback to compensate for the utility of it.

Disciplined Mind

A narrative related feature to reinforce the Auraknight’s ability to defend others.

Perfect Defence

This feature provides an ally with temporary immunity to damage but can be dangerous to the Auraknight.

Elemental

This is intended to be the spellcasting path of the class and provide some control over the battlefield by making the elements an extension of the Auraknight’s will.

Call to the Flame

A minor buff through learning cantrips.

Aura of the Wild

Difficult terrain is one the best mechanics in-game I could think of to represent the external mastery of the Auraknight on the world itself.

Flash Flood

Building upon the Aura of the Wild, being able to move enemies around is another way of representing the Auraknight being able to alter reality within their aura.

Heart of the Storm

It is only here where the Elementally Infused Auraknight gains a damage buff, when they have mastered the building blocks of physical reality itself.

Psychic

These Auraknights are more scholarly and their features are intended to reinforce their ability to study opponents and to control their own minds and those of others.

Blessing of the Mind

This is to represent their focus on knowledge over everything else, but also to signify their connection to a spirit of the Mind through the use of the mage hand cantrip.

Aura of Observation

Auraknights of the Mind can use their aura to help their allies’ attacks land more easily but at a cost to their own aura.

Adaptive Mind

Where other Auraknights focus on the world around them, these Auraknights can use their mind as a weapon and are able to force other creatures to experience the effects of certain conditions and spells.

Extension of the Self

At this level, Auraknights of the Mind can influence the minds of their opponents to a limited degree.

 

 

 

 

 

 

Class: Runecarver

Today marks the release of my next class for Dungeons and Dragons 5th Edition, the Runecarver can be found here.

If you have any comments, criticisms or other feedback, please let me know.

If you aren’t sold on it already, from last week’s design notes, here is the first page of the supplement to explain the lore behind Runecarvers.

Enjoy!


The halfling laughs as they swing their hammer in a wide arc. Across the field of battle, their human ally crushes a glowing stone and a rune on the halfling’s weapon flares brightly. The hammer becomes surrounded by a corona of flames and slams into the orc’s shin where a cloud of sparks peppers the brute’s skin.

The dwarf whispers under its breath, plucking a faintly glowing stone from a pouch at its belt and crushing it into a fine powder that disappears into the air. The rune etched into the glass lenses of the dwarf’s spectacles glows with life. The dwarf pushes the glasses up its nose and grins in delight as the enchantment allows them to see into the Ethereal Plane and find the party member trapped there.

The tabaxi hisses in frustration as the hobgoblin cuts the last rope holding the bridge in place. It collapses with a loud rattling noise. Wordlessly, the genasi next to it offers a cloak embroidered with an intricate rune, already glowing with power. The tabaxi takes it, a savage grin on its lips, and springs into the air, flying across the crevasse.

Students of the Enchanting Arts

Runecarvers are driven by an insatiable need to tame magic and bring what order they can to the chaotic nature of the world. They are the both the quiet scholar in the dark corner of the library and the wild explorer, testing out their new theories and skills in the middle of a raging battle. When not breaking the laws of nature with a variety of magical effects, most Runecarvers can be found practicing their inscribing abilities and refining their knowledge of runes.

Runecarvers can be found in many areas of life. Whether dominating the battlefield with every swing of their magically empowered weapon or aiding their allies by boosting their defenses and giving them a variety of supernatural abilities, the Runecarver knows the value of teamwork. Their skills naturally lend themselves to a frontline support role where they can keep an eye on their allies and activate the effects of their runes for maximum effect.

Patient Scholars

Runecarvers are the ideal of the careful artisan. The runes they study, and the magical power they channel, require a calm mind and a steady hand to inscribe properly. Every apprentice is taught about the dangers of their art and knows too well the risks of activating poorly inscribed runes. Most Runecarvers learn the basics of their craft in a magical school of some sort, studying alongside wizards and other practitioners of the arcane. Others are taught by a travelling Runecarver who recognises the potential of the student. However they learn the basics of their craft, all Runecarvers quickly realise their life is not an easy one, nor for the easily distracted.

Runecarvers, almost without fail, are sent into the wider world to develop their art in a practical setting. Even those more at home in the library and behind the walls of a magical institution quickly learn the value of refining their runes through practical application. Whilst they know their travelling companions may not fully understand the intricacies of rune-carving, a Runecarver is usually happy to explain what they are doing. It is, after all, a rare skill to possess.

Design Notes: Runecarver

This week I’m trying something new. Below you will find the design notes for the Runecarver, a supplement for D&D 5th Edition that I will be releasing NEXT Friday.

I’m hoping that something here catches your interest.

Enjoy!


Class Overview

The Runecarver is intended to sit alongside the Cleric and the Bard as a support-style class. Through simulated spellcasting, a Runecarver can grant a wide variety of effects to weapons and objects. While capable of holding their own in a fight, their primary objective is to activate a variety of buffs and debuffs through their unique magical abilities.

Hit Points

The Runecarver is designed to be a front-line support, so uses the same hit die as similar classes.

Proficiencies

The saving throws are designed to emphasise the Runecarver’s willpower and ability to channel magic.

The starting skills are a reflection of the Runecarver’s intellect and dexterity.

Equipment

There is nothing special about the starting equipment.

Multi-classing

A potential Runecarver must meet a basic Intelligence threshold.

Features

Runic

This is a thematic class feature, intended to emphasise the structured manner of the Runecarver’s magic.

Runes

The strict rules here regarding the manner in which Carvings and Runes are created is to prevent a) the willy-nilly creation of pseudo-magical objects and b) to emphasise the concentration and dedication it takes to create a Runed object.

Runestones

Rather than opt for a spell-slot like approach, I wanted the Runecarver to be thematically different from typical spell-casters and so gave them an expendable resource instead.

Rune Mastery

Practice makes perfect and all that. The idea here is that the Runecarver’s dedication pays off sometimes and allows them to have a reliable way of aiding their companions.

Inscription Feature

Basic archetype levelling as can be found in every class.

Runestone Generation

A class should never be starved for its key resource, especially one that revolves around buffing party members. This is intended to avoid this.

Ability Score Improvement

Basic ability score improvement as can be found in any class.

Runic Speech

I wanted to tie the Runecarver’s Rune Mastery feat into a feeling of advancement within the Runecarver’s art, whilst also giving a general feeling of progression and flexibility to the class.

Rune Touch

Again, this was intended to give a feeling of progression whilst improving the flexibility of the class.

Rune Keeper

This feature is designed to reflect the mastery of the character by improving their ability to inscribe and activate their Runes.

Inscriptions

By the time a Runecarver reaches 3rd level, they have discovered an affinity for runes of a certain type. Each inscription allows the Runecarver access to  Carvings and Runes that they know without counting towards the ‘Carvings Known’ and ‘Runes Known’ limits. In order to use a Rune, you must still reach the level requirement.

Inscriptions of Lore

Runecarvers who prefer a more scholarly and utilitarian approach to their craft frequently develop new methods of creating runes. Their pursuit of knowledge and efficiency allows them to improve upon the runes they already know and teach the basics of their craft to others.

Carving of Lore: Foresight

Runes of Lore: Quick-thinking and Teleport

The Scholar’s Eye

This feature is designed to emphasise the importance these Runecarver’s place on streamlining the power of their Runes.

The Scholar’s Skill

Building upon the previous feature, this represents the Runecarver becoming more efficient at their skill and being able to make subtle improvements and changes.

Sharing the Knowledge

The student becomes the teacher. The goal with this feature was to free up an action in combat for the Runecarver to do other things whilst also allowing an ally to bear some of the brunt of the resource cost.

The Teacher’s Pride

This is intended as a refinement of the previous feature.

 

Inscriptions of War

Runecarvers who delight in the chaos and maelstrom of battle frequently become adept at inscribing their runes whilst in the middle of a fight. For these Runecarvers, there is no higher testament of skill than being able to give their allies an advantage whilst avoiding the attacks of their foes.

Carving of War: Strength

Runes of War: Wounding and Arcing

Under Fire

This is for the Runecarver who likes to be in the thick of things, the one who wants to be activating Runes more often and still be able to do things on their turn in combat.

Over-charged Runes

Building upon the idea of the Inscriptions of War as being more combat focused, this feature emphasises the brutal nature of magic in combat and demonstrates that even simple things like bright flashes can distract an opponent.

Combat Runes

A further development of the previous feature that encompasses Utility and Defence Runes as well as Offense Runes.

Empowered Runes

This represents the double-edged sword of magic (a theme in my contributions to the DM’s Guild). The extra damage is significant, but can harm allies as well.