Aubade (5e Class) - D&D Wiki (2024)

Contents

  • 1 Aubade (WIP)
    • 1.1 Class Features
      • 1.1.1 Hit Points
      • 1.1.2 Proficiencies
      • 1.1.3 Equipment
    • 1.2 Table: Aubade
      • 1.2.1 Innate abilities
        • 1.2.1.1 Incinerator
        • 1.2.1.2 Extendable Arm
    • 1.3 Burning Hands
    • 1.4 Radiant Sun Bolt
    • 1.5 White Whistle Delver Form
    • 1.6 Searing Arc Strike
    • 1.7 Extendable Arm Trap
    • 1.8 Multiclassing

Aubade (WIP)[edit]

Sketch of the class from the series Made In Abyss

A robotic being who appears to be a little boy. His actual age, origins, and even name are unknown because he cannot recall anything about his life. Having a seemingly artificial body, Aubades might be the only being completely immune to the Curse of the Abyss. Because of this, they are sometimes referred to as "The Treasure of the Deep."

Class Features[edit]

As an Aubade you gain the following class features.

Hit Points[edit]

Hit Dice: 1d10 per level

Hit Points at 1st Level: 8 + Dexterity modifier

Hit Points at Higher Levels: 1d8 (or 5) + Dexerity modifier per level after the first level.

Proficiencies[edit]

Armor: Light Armour, Medium Armour

Weapons: Simple Weapons, Whip, Short Sword, fists, dagger

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose two from Investigation, Perception, Acrobatics, Athletics

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:

A Simple Weapon and 2 Daggers

Dungeoneer's Pack

Table: Aubade[edit]

LevelProficiency bonusFeatures
1+2Innate abilities
2+2Burning Hands
3+2Radiant Sun Bolt
4+3Ability Score Improvement
5+3White Whistle Delver Form
6+4Searing Arc Strike
7+4Extendable Arm Trap
8+4Ability Score Improvement
9+5Example
10+5Example
11+5Searing Sunburst
12+6Ability Score Improvement
13+6Example
14+6Example
15+6Example
16+7Ability Score Improvement
17+7Abyss Shield
18+7Example
19+8Ability Score Improvement
20+8Example

Innate abilities[edit]

Incinerator[edit]

Casting Time: 1 action, 1 turn to charge up. (FORCES LONG REST)

Range: Self (30-foot cone)

Components: S

Duration: 10 seconds

Once per long rest, you can use a powerful blast that does 3D10 Fire damage at the expense of your next turn. The enemy has the opportunity to make a dexterity saving throw, and if they succeed, only take half damage.

The beam ignites any flammable objects in the area that aren’t being worn or carried.

Every time you level up. Add an additional 1D12 to the damage. DC = 8+ proficiency + strength modifier.

Extendable Arm[edit]

You can grapple towards secure objects and creatures with higher strength than you, or grapple creatures with lower strength than you, or light objects towards you. Allows grapple checks to be made on creatures within range. For non living targets, it is a sleight of hand check with DC dependant on the DM’s discretion

Both arms can be used simultaneously (doubling its maximum Range) to become like a tight rope which teammates can climb across or up.

It can also be used as a sensory perimeter by having his arms wrap around nearby objects and weave a web like perimeter with the arms that when touched will immediately alert the player even when asleep. The perimeter has radius of 10 feet, or 20 feet in only one direction. If the creature trying to get past the perimeter is intelligent, they can roll acrobatics to sneak through the arms with a DC equal to 8+dex modifier+proficiency.

If the player is properly braced on a sturdy surface, they can use both arms to restrain a target up to two size categories larger. The creature must make a dexterity saving throw with a DC of 8+strength modifier+proficiency or be restrained. The creature can make a strength or dexterity check against the player’s strength check to break free. The player is unable to do anything else until the ability is undone

Range for linear usage: 1 arm range: 65ft, 2 arm range: 130ft. In combat grappling an enemy has range of 15ft, and disadvantage past 55ft. Player can shift his aim mid-air by 45 degrees, or 90 degrees with disadvantage. DC is determined by the difficulty of the task as determined by the DM

Burning Hands[edit]

1st-level evocation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Radiant Sun Bolt[edit]

1st-level attack

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

This special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a 4d4. This die changes as you gain Aubade levels.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 fuel point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

White Whistle Delver Form[edit]

Transformation

Casting Time: 1 bonus action

Components: M (REQUIRES WHISTLE)

Duration: Instantatious

An activation resulting in them emitting a white glow with enhanced speed, thereby increasing their ability to dodge more, attack faster, move longer distances and react faster.

Grants double movement speed, +2 AC, advantage on saving throws, advantage on melee attacks.

After 3 turns, you return to your normal state. Cannot use White Whistle Delver Form more than once per fight.

Searing Arc Strike[edit]

1st-level attack

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Instantaneous

Channel your fuel into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 fuel points to cast the Burning Hands as a bonus action.

You can spend additional fuel points to cast Burning Hands as a higher level attack. Each additional fuel point you spend increases the attack's level by 1. The maximum number of fuel points (2 plus any additional points) that you can spend on the attack equals half your Aubad level.

The hit die is 4d8, and for each additional fuel point, add another 1d8. Deals fire slashing damage.

Extendable Arm Trap[edit]

Passive ability

Trap that entangles any creature that moves within a 20 meter diameter from your location while resting.

A secure way to rest without getting caught off -guard.

Can have up to 5 people (including you), inside the safe zone.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

1.00

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