Homebrew
A bloodied half-elf pushes past a group of monstrous refugees, facing a cadre of Iolaumi soldiers. Burns spreading down her arms, she smiles as her enemies are engulfed in divine flame.
A human smuggler, cloaked in shadow, moves easily through crowded streets, none the wiser to his presence. As aurum drains into his veins, he feels empowered, the might of Selûne now his.
A genasi, largely indistinguishable from the humans around them, suddenly begins to glow much like their ancestors once had, their ancient blood once more touched by the weave. Electricity crackles through the air as they begin to rise, smoking bodies falling all around them.
Those desperate or foolish enough to undergo the process necessary to become an auromancer are rarely thought to be of common stock. Whether they suffered under the bigotry of the Empire, sought to regain the might of their ancestors, or simply were envious of the power of Nobles, each were enticed by the allure of heretical power.
HOLY SACRILEGE
The Netherine Empire has worked diligently to contain access to and misuse of the weave, limiting access to magic itself to only those who have gained the favor of the Divine Emperor. Fortunately for aurmancers, this diligence has not paid off: far from the watchful eye of Karsus, the Scar of the World houses the corpses of long-dead gods. Auromancers make use of the plunder taken from rotting divinity, injecting into themselves the blood, or aurum, which has been carefully smuggled across the continent.
Auromancy is of course highly illegal, and is persecuted directly by the House Dei. To become an auromancer is to declare oneself a heretic, that rejects the Emperor and his self-declared godhood. This decision, while highly dangerous, proves oneself to be a valable ally to any that hope to undermine Karsus' rule.
UNINTENDED CONSEQUENCES
Unfortunately, auromancy is not a risk-free practice. The blood of gods was never meant to flow through mortal veins, its vigor naturally incompatible with the natural form of any race. To properly make use of aurum, any would-be auromancer must seek a surgeon willing to make the many changes required to properly filter aurum into a safer form.
These changes require the removal of a kidney so that it may be replaced with a relapis, an artifical organ capable of holding charged aurum for later release. To refill an empty relapis, nodes are placed at several points across the body, often chosen for their inconspicousness. Should a surgeon fail to properly install a relapis, unflitered aurum may flood the patient, leading to often unpredictable consequences.
CREATING AN AUROMANCER
All auromancers walk a dangerous path, constantly wary of any who might expose them, and anxious of any pursuing forces the Emperor may have prepared. How one bears these feelings often tells a great deal about the life they have lead as an auromancer. Has fear taken your character, causing them to distrust their companions and dread every corner? Does your character shoulder their burden well, always a steadfast and reliable friend to those around them? Each auromancer should remain aware of the potential dangers of each action, and consider the risk associated with every decision. Those that neglect these concerns rarely live terribly long, but fortune often does favor the bold.
It is important to consider the reasons your character might have chosen to live such a life. Were you simply power hungry, or did necessity force you upon this path? Was the surgery which granted your abilities done by an aged professional, or a back-alley chopshop? Your character's history will likely be a troubled one, but it shall almost certainly have equipped them well as they navigate the treachourous waters of Netheril.
QUICK BUILD
You can make an auromancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the criminal or spy background.!!!
CLASS FEATURES
hit dice:
1d8 per auromancer level
hit points at 1st level:
8 + your Constitution Modifier; 6 + your Constitution Modifier
hit points at higher levels:
1d8 (or 5) + your Constitution Modifier per auromancer level after 1st; 1d6 (or 3) + your Constitution Modifier per auromancer level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, hand crossbows, shortswords
tools:
Auromancer's Tools, Disguise kit
saving throws:
Constitution, Dexterity
skills:
Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a burglar's pack or (b) an explorer's pack
- Auromancer's tools
- Leather armor and a dagger
spellcasting:
The aurum in your veins gives you access to the power of its original host.
AUROMANTIC BURN
Rather than being limited to a finite number of spell slots, auromancers draw power from the infinite pool of mana a god possesses. This power induces auromantic burn, which chips away at the health of an auromancer.
Using a cantrip costs an auromancer 1d4 hit points, subtracted from the auromancer's bonus hit points first. Each spell causes additional damage equal to the base 1d4 plus a number of d4 equal to one half the spell level rounded down, with a minimum of one additional d4.
CANTRIPS
You know two cantrips of your choice from your Auromantic Source spell list. You learn additional auromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Auromancer table.
class features:
subclass options:
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Level | Mutations Recieved |
---|
1 | +2 | Auromantic Source, Auromantic Power | 2 | 2 | 1st | - |
2 | +2 | Divine Mutations | 2 | 3 | 1st | 2 |
3 | +2 | Injection Improvements | 2 | 4 | 1st | 2 |
4 | +2 | Ability Score Improvement, Chaotic Origins (Optional) | 3 | 5 | 2nd | 2 |
5 | +3 | | 3 | 6 | 2nd | 3 |
6 | +3 | Aurum Expertise, Source Diversification (Optional) | 3 | 7 | 2nd | 3 |
7 | +3 | | 3 | 8 | 3rd | 4 |
8 | +3 | Ability Score Improvement, Chaotic Origins (Optional) | 3 | 9 | 3rd | 4 |
9 | +4 | | 3 | 10 | 3rd | 5 |