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.