AURA BREAK Get the Packet

AURA BREAK

Tactical Monster-Hunting Fantasy

When your shield breaks, every heartbeat counts.

A d20 tabletop RPG where your Aura Barrier shatters mid-fight, bosses break into new stages, and your best gear is carved from what you kill. Pathfinder-deep builds, played at 5e speed.

Alpha v0.2 is out now: a two-session adventure plus three high-level boss fights, ready to print.

BUILD YOUR LEGEND BREAK YOUR LIMITS SHAPE YOUR DESTINY

The Core Loop

Anatomy of a Break

Every hunter fights with an Aura Barrier that takes the first blows, Flesh HP underneath it, and Aura to fuel their techniques. This is what happens when the Barrier runs out.

  1. 1

    The Barrier holds

    Claws and dragonfire hit your Barrier before they touch flesh. You can't restore it yourself mid-fight, so every point you lose stays lost.

  2. 2

    It shatters

    The hit that breaks it keeps going into your Flesh HP. Your chants and concentration collapse. You're Broken, and you can't take Reactions until your next turn ends.

  3. 3

    Adrenaline surges

    Next turn you get +2 Action Points, and your archetype's Break Surge kicks in. The Vanguard's blows sunder deeper. The Arcanist's spells roll an extra die. Its Break Flaw comes with it.

  4. 4

    Fall, or stand

    Hit 0 Flesh HP and you choose. Go down and trust your party to drag you back, or make a Last Stand: +2 Aura and +2 AP for two more turns, paid for in Trauma.

  5. 5

    You carry it home

    Trauma doesn't heal in the field. Cracked Ribs, a Nerve Tremor, a Strained Soul-Core: they stay on your sheet until a surgeon or a sanctum ritual takes them off.

    You survive. You don't walk away unchanged.

The Design Philosophy

Fights that end before the pizza gets cold.

Too many fantasy games turn high-level combat into hours of chipping at a health bar. Aura Break keeps the depth in your character and the speed at the table.

Three to five rounds

Standard encounters are built to be decided in 3 to 5 rounds. Coordinate well and monsters fall fast. Misread the fight and you pay in blood. Boss fights run 5 to 10 rounds, and they change shape as they go.

One pool of Action Points

No action types and no bonus-action juggling. You get 2 AP a turn at Level 1 and 5 by Level 20. Move, strike, guard, focus, or cast in any order. Unspent AP is gone at the end of your turn, so every turn asks what matters most right now.

Bosses break too

Shatter a boss's Barrier and it Breaks, unleashes its Break Shockwave, and moves into its next stage. Stuns and lockdowns can't steal a boss's whole turn; they cost it Action Points instead. You win by pushing it through every stage, not by stun-locking it.

Wounds leave marks

Flesh doesn't bounce back after a nap. Every drop to zero adds Trauma, and Trauma turns into permanent injuries with real rules attached. A veteran hunter's sheet tells you exactly what they've survived.

For Build Crafters

Capstones that break the rules, and say which one.

Every archetype has a 20-node talent tree across three branches. At Level 10 a Gateway opens 15 Ascendant specializations. At Level 16, each archetype's keystones may break one named core rule, and the text tells you exactly which.

Enchanter keystone

Loom of Fate

Breaks the die. Roll two d20s at the start of each round, then swap each one in for any d20 rolled within 30 ft.

Vanguard keystone

Unbroken Front

Breaks the Break. Once per fight, when an ally within 15 ft would become Broken, they keep 1 point of Barrier instead.

Arcanist keystone

Folded Space

Breaks line of sight. Cast any spell as if you were standing in one of your decoys.

Duelist power axis

Crit range down to 14–20

Stack weapon traits, talents, and conditions to widen your critical range until crits stop being luck. The floor is printed in the rules, so you know exactly how far you can push it.

Then layer on five Discovery Paths any hunter can learn (Blood Arts, Gravity Magic, Shadow Stepping, the Radiant Oath, and the Gale Path), nine lineages, and an Infusion on every action. The combos run deep, but every limit is written on your sheet, so your turn still takes seconds, not minutes.

The Five Archetypes

How will you face the dark?

Each archetype earns Aura its own way and breaks its own way. How you fill your pool decides how you play.

Tank

Vanguard

"Stand fast. Protect all."

The wall the party stands behind. Heavy plate, a tower shield, and blows that crack armor open.

GAINS AURA
Ending a turn engaged with 2+ enemies, or taking a hit for an ally.
WHEN BROKEN
Armor drops 3 DR, but melee hits gain +3 Sundering.

Iron Sentinel · Earthbound Titan · Dread Berserker

Warmage

Arcanist

"Knowledge shapes reality."

Fuels big magic with small magic. Every cantrip that lands builds toward chanted spells that take a turn or two to finish and reshape the battlefield.

GAINS AURA
Hitting an enemy with a cantrip.
WHEN BROKEN
Spells cost +1 AP, but damaging spells roll an extra die.

Calamity Elementalist · Spatial Weaver · Aether Binder

Weaver

Enchanter

"Influence. Inspire. Alter fate."

Runs the fight through conditions. Taunts that pull enemies off allies, rerolls that undo a miss, and a Barrier that pulls a Broken friend back from the edge.

GAINS AURA
Applying a condition or effect, or keeping one going.
WHEN BROKEN
Support spells reach only 5 ft, but conditions last a round longer.

Emissary of Will · Archmage Weaver · Chronomancer Seer

Infiltrator

Saboteur

"Control from the shadows."

Wins the fight before it starts. Assembles a kit of traps every rest, seeds the ground with caltrops and snares, and strikes from stealth.

GAINS AURA
Hitting from Stealth, or catching enemies in a trap or munition.
WHEN BROKEN
Can't Hide, but traps and munitions gain +2 DC.

Shadow Assassin · Alchemical Saboteur · Chaos Trickster

Skirmisher

Duelist

"Precision is power. Victory is art."

Lives on tempo. Hits the same target twice, ripostes when an attack misses, and widens their crit range until every swing is a threat.

GAINS AURA
Hitting the same creature twice in a round, or landing a crit.
WHEN BROKEN
Speed drops 10 ft, but melee crits land on a 19–20.

Blade Dancer · Sword Saint · Shadow Duelist

The names along the bottom of each card are its three Ascendants, unlocked at Level 10.

The Hunter's Craft

You don't buy legendary gear.
You hunt it.

When you bring down a drake, you don't find a random glowing sword in a chest. You take out your carving knife.

Every weapon and suit of armor is forged from three layers:

  1. 1. The chassis The steel itself: damage, reach, hands, and keywords. A rapier, a maul, a reinforced shield.
  2. 2. The monster material One property from the creature you carved it from. Ember Drake Scale shrugs off burning and adds fire to your first swing each turn. The Crown-Scale of the Wyrm-King makes armor fireproof and, once a fight, refuses to let you Break.
  3. 3. The Aura Shard Refined from a monster's core. Higher grades let a strike hurl foes back 10 ft, teleport you after an attack, or detonate a 15 ft burst.

Climb the Hunter Guild from Grade-E to Grade-S. Every promotion means a bigger kill, and every rank opens a better forge.

Field Dispatch, Hunter's Log

"Respect the carcass."

"A sword bought from a city merchant will keep common cutthroats away. But if you intend to descend into the deep fissures, you need armor that has already survived the heat of magma, and a blade that has already tasted titan blood."

Exploration isn't empty travel. Tracking spoor tells you what you're hunting before it knows you're there, so you can coat your blades, prepare the right salves, and pick the ground you fight on.

And the ground fights back. Lightning spreads through standing water. Fire turns spilled oil into an inferno. Water cools lava into broken rock you can cross.

EXPLORATION TURNS ELEMENTAL TERRAIN

Alpha Playtest v0.2

What's in the packet

Two playtests, everything a GM and five players need to run them, and no rulebook homework.

Guild Contract #447, Levels 2 to 4

Vault of the Wyrm-King

"Two miners are missing. One is dead. One is not, yet."

Descend beneath Mount Duurn. Fight a Skarrow nest in the Warren, then fight or bargain with the mysterious creature within the Sunken Vein. Wake the oath-bound smith who has kept his forge burning for five hundred years. Then outrun an erupting mountain with whatever treasure you can carry.

Eight acts over two sessions (about 5 to 6 hours). Your hunters level up twice along the way.

Levels 10, 15, and 20

The High-Level Boss Fights

Three one-shots with Ascendants, Spend-X abilities, and Ascendant Breaks fully online.

  • The Brood Below: the Ashen Matriarch and her hatchery.
  • The Hall of Mirrors: Thessaly, the Glass Tyrant.
  • The Throne of Ash: Aurvanthes, the Wyrm-King Reborn.
Five pregen hunters Ready at Levels 2, 10, 15, and 20, with level-up guides.
Seven battle maps Gridded, with terrain legends for every fight.
GM cheat sheets Plus a player rules reference, so nobody needs the full rulebook.
Safety and feedback Content notes, a lines-and-veils worksheet, and feedback forms.

A printable PDF for one GM and five players. Material is alpha and will change based on what playtesters find.

From the Designer

Built for the love of the table.

"I started building Aura Break because I missed the tension of tabletop combat where every decision genuinely mattered. I wanted a game that was easy to run as a GM, gave players deep tactical freedom without endless homework, and made monsters feel terrifying again."

Aura Break is an independent, creator-owned game in active development. I've run hundreds of simulated fights. Now it needs real tables to find what breaks, and every feedback form you send back changes the rules.

Alpha Playtest

Will you answer the call?

Get the free playtest packet, run it with your table, and help shape the game before it's finished.

Two-session adventure Three high-level boss fights Five pregens at four levels

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