Pravian Imperium

Auramancer

Body, mind and soul. The three parts that together form any living creature. And while the wonders of physical might and the depths of the knowing mind are pushed further each day, very little is known about the soul and just what it is capable of. And for a good reason – the process to split and study the soul away from the mind without irreparable damage has been lost, until now. Auramancers are the new brave (and insane) individuals that take the risks to unveil powers that tear minds, change personalities, and even defy life and death.
The auramancer is a caster that likes to mess with the heads and perceptions of people. Packing a versatile kit of options, this caster most shines when there are intelligent creatures on the battlefield – but even outside of combat he has tools to offer.

Passive
You can see the souls of other creatures at will, provided that you have line of sight and that the creature is not invisible.

Magic
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Charisma. Your Spell Save DC is 10 + your Charisma modifier. In addition to spells on your class spell list, you can also cast spells from the general spell list, following the same rules.

Class level 1

1. – View the Aura (3 FP, unrestricted, spell-like)

As a bonus action, you analyze the aura of one creature you see. You learn its current hit points (this includes temporary hit points as well) and all its immunities, resistances, and vulnerabilities, as well as its general mood.

Class level 2

2. – Ignore the Determination (3 FP, unrestricted, spell-like)

When a creature reduces the damage dealt by your spell in any way, you can use a bonus action to cause the spell to ignore the reduction. The creature still uses up any resources needed for the reduction effect. You can use this ability times equal to half your Intelligence modifier, rounded down, minimum of once. To gain more uses, you must finish a long rest.

Class level 3

3. – Tell the Story (3 FP, restricted – charges, spell-like)

You can focus your mind to read the aura on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a spell), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 ft. of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but you can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. You can use this ability 3 times. You regain all uses upon finishing a long rest.

Class level 5

4. – Shred the Body (4 FP, unrestricted)

You gain the ability to sacrifice your physical durability in exchange for power. When casting a spell, you can pay its FP cost with your hit points, partially or fully. You cannot use this to reduce yourself to 0 HP. The HP used for this ability cannot be regained in any way other than a long rest.

Class level 7

5. – Predict the Future (4 FP, unrestricted, spell-like)

When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 ft. of you a +5 bonus to initiative.

Class level 9

6. – Split the Soul (4  FP, restricted – charges, spell-like)

You have gained complete control over your soul, to the point that you may split it and your body in two to create two exact duplicates of yourself. It takes one minute to create the duplicate or to merge back. The duplicate appears in the nearest spot next to you. Split your HP and FP between the two duplicates (if either is odd, you choose which duplicate gets the extra). All other game stats, abilities, and ongoing effects remain the same. You do not duplicate any equipment, save for regular clothes, however you may choose which duplicate gets what equipment. The two duplicates are considered to be under the effects of the Telepathy spell, however the effect spreads across different planes of existence. Otherwise, treat the duplicates as two separate creatures. You can keep yourself split for however long you want to. If either of the duplicates is brought to 0 HP, the other duplicate must make a DC 25 Saving throw. On a success, it is paralyzed for 10 minutes. On a failure, it dies as well. Once you use this ability, you must finish a long rest to use it again. You may only have one duplicate active at any time.