A/N: A very special shout out to CygnusFang for helping make this far better than it was. I'd say it's about 85% better, but not perfect as of yet. That being said, if any of you guys want to use this or a variant of this for your own campaigns or stories, go for it.


RWBY DnD Expanded Rules

(Special Trait) Aura: At third level or higher a character may choose to have their soul release through a special ritual that takes ten minutes. There is no Critical Failure for the ritual but if the Ritual fails the character(s) participating must wait 24hrs before trying again.

Note: Aura can only be unlocked by another character or NPC who had their Aura unlocked.

Once unlocked, the character(s) rolls 1d12 per level to determine their initial Aura pool, rerolling 1s. They roll an additional 1d12 every level after 3rd to increase their Aura Pool.

When activated Aura enshrouds the wearer in a thin coating of their soul. The color of this Shroud is largely unique in color. This shroud, while active, divides all damage taken between the Aura Pool and Hit Points save that which is dealt via magical means, elemental lightning damage or from Critical Hits.

So long as they have not been attacked in the previous round, a character will regenerate 2pts of Aura up to their maximum. Or, conversely, they may heal 1pt of HP for every 2pts of Aura depleted. At levels 10 and 15 this regeneration goes up to 4pts and then 6pts, respectfully. Additionally, if a Class has an ability that uses Aura to Activate the ability depletes the Aura Pool at the same rate as if the character was healing themselves.

When Aura is activated it grants the wielder an additional plus 2 to Str, Dex or their chosen Spell Casting attribute, and gives advantage on Athletes or Acrobatics checks, if skilled in one of the two. This bonus cannot be changed once made.

When Aura is broken, or Shattered,, by an attack it counts as a Critical Hit and leaves the user Stunned for one round as well as granting 1 level of Exhaustion to the wielder, if they fail a Constitution check (The check's DC is half the damage dealt plus their current Class level). If the character Critically Fails the check they are Stunned for an additional round and gain a Second Level of Exhaustion. The level(s) of Exhaustion can be removed by the normal means, but so long as a Character has any level of Exhaustion they cannot generate Aura.

When Aura is Depleted, but not Broken, i.e. lost from when using an active ability by using their Aura Pool, the character loses all bonuses from their Aura, and have Disadvantage on all attacks for three rounds if they fail a Constitution check (Same as for Aura being Broken only the DC is with half of their Aura Pool plus their current Class level). If they Critically fail the check then the character not only loses all bonuses from their Aura, and have Disadvantage on all attacks, they are also treated as being Slowed as per the 3rd level spell for one to three rounds, with a new Saving Throw made each turn to end the effect early.

Aura is restored over a long rest when depleted but not Broken.

Additionally, each Class gains a specific bonus when using Aura. If a character decides to multi-class they gain the benefits of both classes. These bonuses will usually cost between a quarter to a third of their current Aura pool rounded up (For example, Character A is a Fighter has currently 7 out of 12 points left in their AP and wishes to use their Aura to make an additional Extra Attack. That costs 1/3 of their current Aura Pool to do so. Now, their current Aura Pool is 4).

Be warned, using certain bonuses will actively drain Aura.

Barbarians gain temporary HP equal to their current Aura Pool when Raging only, and may increase their walking speed by 10ft at the cost of using Aura. They may also sacrifice half of their current Aura Pool count to maintain their Rage for one round if they were unable to deal damage to another creature or have it dealt to them.

Fighters gain an additional action surge that they may use at the cost of half their Aura current Pool. Alternatively, they may spend upwards of a third of their current Aura count to make an Extra Attack every turn instead.

Rogues gain a plus two to their Initiative and AC, and may make two attacks with their off-hand or increase their walking speed by 15ft at the cost of Aura once per day. At the cost of a third of their Aura Pool they may make a Ranged Attack of Opportunity at disadvantage so long as they are wielding a simple, one-handed weapon and have an unobstructed view of their target.

Sorcerers, Wizards, and Clerics gain a plus 2 to their AC, advantage against ranged opponents with attacks and defense, and an additional spell slot of their choosing from 1st to 3rd level (This bonus increases to two additional spell slots of the same level at 5th and an additional two spell slots of their choosing from 4th to 7th level at level 15th). Note that this additional spell slot(s) is lost on their Aura Breaking or being depleted. Additionally, they may restore a spent spell slot at the cost of half of their current Aura Pool. This cannot be used more than once per day.

Bards gain a plus 2 to their AC, gain an additional use of Bardic Inspiration, and may double the range of all ranged, Bardic abilities at the cost of Aura. Additionally, at the cost of half of their current Aura Pool a Bard may reroll a single roll per turn, be it theirs, or an ally's.

Rangers gain a plus 2 to their Initiative, advantage on all Perception checks, and may use their Aura to gain an additional plus 1 to all attack and damage rolls for one round. As long as they are using a Ranged weapon a ranger may also make an additional attack once per turn at no expenditure of their Aura.

Paladinsgain an additional use of their Smite ability and their Lay on hands (using AP points instead of their normal Lay of Hands pool) and may generate either an Aura of Hope or Aura of Menace at the cost of Aura. Additionally, a paladin can double the damage die of all Smite attacks at the cost of one quarter of their current Aura Pool per attack.

Druids gain a plus 2 to their AC and an additional use of their Wild Shape, and may extend the range of their spells at the cost of their Aura. Druids also an additional spell slot of their choosing from 1st to 3rd level (This bonus increases to two additional spell slots of the same level at 5th and an additional two spell slots of their choosing from 4th to 7th level at level 15th). Note that this additional spell slot(s) is lost on their Aura Breaking or being depleted.

Summoners gain a plus 2 to their AC, can summon Elite versions of their Eidolons and other summoned creatures. Their creatures automatically gain an Additional Attack as well as a plus 2 to their AC as well as if they were under the effects of a Haste spell. A summoner may summon up to double the usual number of creatures per CR level at the cost over half of their current Aura Pool. These additional summons remain so long as the Summoner still has Aura left over, but the summoner must actively use Aura to maintain their new summons. (When a Summoner Depletes their Aura in this manner it counts as being Broken instead.)


A/N: You'll notice that there's nothing on Artificers and many many other classes. There's a simple reason for that. I didn't know what to put. Also, other than maybe Dr. Polendina, no one else is really an artificer. Although, Penny could be classified as a Warforge, now that I think about it. MAybe she and her dad will show up in some way in RWBY the RPG, someday soon, although, in a darker twist as accordance with what I write. But, I'm saying anything.

P.S. I technically have a Revamped and Expanded Rule set for Semblance as well, but I decided to wait before uploading it. If you want, I'll go ahead and upload it tomorrow though. For now, I'm going to bed. Tonight everybody.

Essiter out.