Basic Nen Rules (HxH Supplement)

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Aura[edit]

Aura is to the soul as air is to our lungs. It is the very basis of our world and is expelled from all living things in their day-to-day life. Nen is the actualized ability to use aura and is the term used for aura spent with a set goal in mind. Only those who learn to master Aura and, in turn, Nen, can truly call themselves Hunters.

Maximum Aura Formula = (100 x Wisdom modifier x Level) (Minimum of 100).

Aura Saving Throw DC = 8 + Proficiency bonus + your Wisdom modifier.

Aura Attack Roll = Proficiency bonus + your Wisdom modifier.

For learning how to improve your Nen, read Nen Training (HxH Supplement).

Awakening Nen[edit]

Awakening Nen is an arduous process for most people. Awakening Nen can happen in 2 ways:

Learning to open your aura nodes manually

The safest and most widely practiced form of opening one's aura nodes, the traditional method takes place over a time period of six months. If you are practiced in the skills required, though, you may awaken them faster. Each month during this period, you may make 3 Survival checks with a DC of 25 minus your level plus your Aura modifier. If you succeed in all three checks, you open your Aura nodes and gain access to Ten. If you succeed only in some of them, you will only have to make the remaining checks next month. This will continue until you either succeed in all the checks or consistently train for your allotted time period, gaining Ten after six months.

Forcibly having Aura nodes opened

Although a much faster method, it is also hazardous. Aura nodes can be forcibly opened when Nen is channeled through the student's body. This can happen in a controlled way, such as a teacher channeling Nen into a creature to create a desired effect, or it can happen when a creature has its nodes opened after surviving a battle in which it has sustained a Nen-inflicted injury.

After the ritual is complete, or the mentioned combat ends, the creature affected will begin to rapidly leak Aura. The affected creature will lose 10 Aura each minute, being unable to regain Aura until they close their aura nodes. Upon reaching 0 Aura, the creature will gain a level of exhaustion for each hour they do not close their Aura nodes, and will be unable to benefit from rests.

Finally, to close their Aura nodes, the creature must make 3 Survival checks with a DC of 30 minus your level, once one minute after their nodes are opened, and then at the end of each 30 minutes. Upon succeeding the saving throws, the creature will gain access to Ten. If the creature reaches 6 levels of exhaustion before learning to close its Aura nodes, it will die.

Ten[edit]

You learn to now contain the Aura that once went unchecked before, and have finally started to practice the most fundamental of the 4 principles by maintaining your aura around your body as a sort of membrane.

As a reaction or bonus action for 100 Aura, you may activate Ten for 1 minute, for which you will gain the following bonuses:

  • You gain a bonus to your AC equal to half your Proficiency Bonus and a damage reduction of your Proficiency Bonus.
  • You will deal an extra damage die of damage with your unarmed strikes based on your Aura modifier, known as your Nen Strike Die, which will deal the same damage type as your unarmed strikes.
Aura Modifier Damage Dice
If you have a +1 in Wisdom d4
If you have a +2 in Wisdom d6
If you have a +3 in Wisdom d8
If you have a +4 in Wisdom d10
If you have a +5 in Wisdom d12

Zetsu[edit]

You have learned one of the major basics of Nen. A suppression technique that hides your aura by blocking its flow entirely. This makes it hard, if not impossible, for others to sense your presence.

As an action, you shut your Aura nodes, and they remain this way until you use a separate action to halt them. You may Hide as a bonus action by making a Stealth check with a bonus to the roll equal to your Aura modifier. So long as you maintain concentration every minute, you can completely suppress your presence to most forms of Aura detection. While using Zetsu, you are unable to use any other Aura techniques as a result of shutting off your channels, so while Zetsu is active, you are unable to receive the benefits of Ten, Ren, or Hatsu.

Additionally, whenever you take damage from a Nen-based ability, you take an additional amount of damage equal to half the original attack's damage dice.

Ren[edit]

Ren is the natural process of reinforcing your physical strength and durability to produce advanced techniques or specialized skills. However, this costs a larger amount of Aura in return for even greater output. Unlike Ten, which focuses on defensive output, Ren is focused on offensive reinforcement. You use Ren as a bonus action. When using Ren in combat, you may have it active for a number of rounds equal to your Constitution modifier. Each round Ren is active, you must make a Constitution saving throw at the beginning of your turn, with the starting DC being 10. The DC increases by 2 for every round you have Ren active. If you fail any of the Constitution saving throws from this effect, you immediately stop using Ren and lose the buffs from it. The Constitution save DC decreases by 1 for every round that you do not have Ren active, to a minimum of DC 10. When you reach the round limit on Ren usage, you may keep Ren active past that point, but at a cost. If you fail the Constitution save, you not only stop using Ren but also gain one level of exhaustion. The levels of exhaustion gained from Ren cannot be reduced through any

If you activate Ren out of combat, the limit is now minutes instead of rounds, you no longer make Constitution saving throws to keep Ren active (unless you go beyond your limit), and taking a full minute of rest resets your Constitution saving throw DC back to 10. You gain all of the following benefits while Ren is active:

  • As part of making an Unarmed Strike, you increase the die tier of your Nen Strike Die by an amount equal to half your Aura modifier (minimum of 1).
  • As part of casting a Hatsu technique, you can spend half the original cost of the Hatsu in addition to the current cost to increase the damage of the Hatsu technique by half of its original dice. (Ex. a technique that deals 10d10 die of damage would be improved by 5d10 damage based on the nature of your aura.)
  • You can force your Aura outwards and make it into a tangible force that others can feel and are affected by, increasing your killing intent and capability. As an action, you can force a number of creatures equal to your Proficiency Bonus within 60 feet of you to make a Wisdom saving throw. On a failure, a target becomes frightened under the power of your bloodlust and cannot approach you voluntarily. On a success, they are unaffected for 24 hours. Targets can repeat this saving throw at the end of each of their turns, ending the effects early on a success.

Hatsu[edit]

This is the most complicated and in depth aspect of Nen and as such will be given its own section. It is the natural ability to project one's Aura and command it to perform a specific function. Each Nen user is inherently different, and each Hatsu application reflects that, manifesting as unique and oftentimes unimaginable paranormal abilities. Once a user attains a certain level of skill with Hatsu, they are able to manifest one of these supernatural powers, more commonly called Nen Abilities.



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