Nen User (5e Class)

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Nen User[edit]

Mastery of Will[edit]

Nen is a technique that allows a living being to use and manipulate their own life energy known as aura or nen. There are 6 types of nen users: enhancers, who use nen to strengthen both objects and themselves; transmuters, who use nen to replicate certain effects or properties of other objects; emitters, who are able to detach their nen; conjurer's, who create objects with their nen; manipulators, who control objects or people with nen; and specialists, who defy any other form of nen user classification. One’s aura grows in strength depending on the users’ willpower and Constitution.


Creating a Nen User[edit]

New-hunters.jpg
Various nen users, [Source]


Quick Build

You can make a nen user quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Far traveler background. Third, choose the finesse weapon, and the Dungeoneer's pack.


Class Features

As a Nen User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Nen User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nen User level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Finesse Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Perception, Stealth, History, Investigation, Persuasion, and Intimidation

Equipment

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

  • (a) Two simple weapons or (b) one martial finesse weapon

Table: The Nen User

Level Proficiency
Bonus
Nen Points Features
1st +2 0 Martial Arts, Unarmored Defense, Meditaton
2nd +2 10+your constitution modifier Nen, Ten, Ren
3rd +2 15+your constitution modifier Cunning Action, Archetype, Zetsu
4th +2 20+your constitution modifier Ability Score Improvement, Unarmored Movement
5th +3 25+your constitution modifier Archetype Feature, Extra Attack
6th +3 30+your constitution modifier Evasion, Extended Control
7th +3 35+your constitution modifier Endurance
8th +3 40+your constitution modifier Ability Score Improvement, Archetype Feature
9th +4 45+your constitution modifier Archetype Feature, Unarmored Movement Improvement
10th +4 50+your constitution modifier Extended Control Improvement, Rising Aura
11th +4 55+your constitution modifier Archetype Feature
12th +4 60+your constitution modifier Ability Score Improvement, Endurance Improvement
13th +5 65+your constitution modifier Unarmored Movement Improvement
14th +5 70+your constitution modifier Archetype Feature
15th +5 75+your constitution modifier Advanced Technique,Endurance Improvement
16th +5 80+your constitution modifier Ability Score Improvement
17th +6 85+your constitution modifier Archetype Feature
18th +6 90+your constitution modifier Unarmored Movement Improvement
19th +6 95+your constitution modifier Ability Score Improvement
20th +6 100+your constitution modifier Nen Mastery, Unarmored Movement Improvement, Post Mortem Nen

Martial Arts[edit]

Beginning at 1st Level, your natural use of nen manifests as an enhanced understanding and application of physical force. Your unarmed strikes' damage die becomes 1d4, and you may use Dexterity instead of Strength. The damage dice of your unarmed strikes increases to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 15th level and 1d12 at 20th level.


Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.


Meditation[edit]

At 1st level, you can meditate for 30 minutes to concentrate on your inner self. After your meditation, you can increase one of your ability scores by 2 for 24 hours. You can only use this once per long rest.

At 2nd level, you will also regain xd6 Nen points(Even beyond your Nen maximum), with x being half your class level rounded up.

At 6th level, your concentration has increased, you can now meditate for 1 hour. When you choose to meditate for that long, you gain the normal bonuses from meditating and you can choose one of your nen abilities to deal 2 extra dices of damage for 2d4 turns, and be rolled with advantage.

Nen[edit]

Beginning at 2nd level, you gain the ability to use nen. You gain a number of Nen Points equal to your maximum which is determined by your nen user level. You must spend Nen Points in order to fuel various features. Running out of Nen Points results in your life force being drained further than your limitations causing you to take Xd4 damage with the X being Nen Points you expend at 0. As a nen user, you can convert your aura create various effects. You regain all of your Nen Points at the end of a long or short rest, but you must spend at least 30 minutes of that time meditating. Certain features will call for a saving throw or nen attack. Use the following to calculate:

Nen attack modifier = Your proficiency bonus + your Constitution modifier.

Nen save DC = 8 + your proficiency bonus + your Constitution modifier.


*One Currency System Optional Rule*[edit]

While chakra acts in a vacuum mechanically in 5e, in canon it is something of a universal lifeforce. This variant rule is intended to bring that concept into reality. The conversion table for Nen is as follows.

Spell Slot Ki Cost Nen Point Cost
1st level 1 ki 2 Nen Points
2nd level 2 ki 3 Nen Points
3rd level 3 ki 5 Nen Points
4th level 4 ki 7 Nen Points
5th level 5 ki 9 Nen Points
6th level 8 ki 12 Nen Points
7th level 10 ki 16 Nen Points
8th level 12 ki 20 Nen Points
9th level 15 ki 25 Nen Points

Ten[edit]

At 2nd level, as a Bonus Action, you can canalize your aura around yourself in a defensive way. While Ten is active, every attack made against you has its' damage reduced by 1d12. This effect only ends when you deactivate it as Bonus Action.

At 5th level, your Ten has improved to a new level, and now when you activate your ten you gain temporary hit points equal to 5 times your proficiency bonus. These temporary hit points last until Ten is no longer active.

At 7th level your Ten has evolved into a better defensive ability, and now while your ten is active you gain +1 AC and your damage reduction increases by +1.

At 15th level you have mastered your ten, when you activate it you gain a +2 to Constitution, and can reduce the Nen cost to 1.


At the end of each round this technique is active you must spend 2 Nen Points, keeping its effects active until the end of the next turn.

Activating Ren or Zetsu while Ten is active will cause Ten to end.

Ren[edit]

At 2nd level, you have learned how to form your aura in an aggressive manner. To activate your Ren, you must spend a Bonus Action to activate or end its effects. While it is active, you gain 1 extra damage die on unarmed strikes. The first time you activate this ability in combat, every creature in 5ft radius of you must make a Constitution saving throw, on a failure they gain vulnerability against you until your next turn. You regain this effect each time you roll initiative.

At 7th level your ren ability has become more useful through training. While your Ren is active, your movement speed increases by 10ft, every unarmed strike counts as magical, and you will deal double damage to structures and Constructs that were not produced by a feature of the nen user class.

For each round your "Ren" is active, you must spend 1 Nen Point at the end of each of your turns. You can also increase range of your Ren's saving throw by 5ft for each additional 1 Aura Points spent on its 1st cast.

Activating Zetsu or Ten while Ren is active will cause Ren to end.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can use a bonus action to dash, disengage, or hide action.


Archetype[edit]

At the 3rd level, you choose an archetype of nen user, they will be at the end of the class description. Your choice grants you features at 3rd, 5th, 9th, 11th, 14th, and 17th level. When you choose your Archetype, you can explore into the other Archetypes without leaving yours. You can choose to learn abilities from other Archetypes at the cost of replacing the ability you choose from the other Archetype with the one you would have got in your Archetype and you can’t replace 17th level abilities. Choosing certain Archetypes allow you to learn other Archetypes better. The following are your Affinity percentages for each chosen Archetype:


80%: You can learn up to 14th level abilities of the other Archetype.


60%: You can learn up to 11th level abilities of the other Archetype.


40%: You can learn up to 9th level abilities of the other Archetype.


0%: You can’t learn anything from this Archetype.


Transmutation Archetype Affinity

Enhancement 80%

Conjuration 80%

Emission 60%

Manipulation 40%

Specialization 0%


Enhancement Archetype Affinity

Transmutation 80%

Emission 80%

Conjuration 60%

Manipulation 60%

Specialization 0%


Conjuration Archetype Affinity

Transmutation 80%

Enhancement 60%

Manipulation 60%

Emission 40%

Specialization 0%


Emission Archetype Affinity

Enhancement 80%

Manipulation 80%

Transmutation 60%

Conjuration 40%

Specialization 0%


Manipulation Archetype Affinity

Emission 80%

Enhancement 60%

Conjuration 60%

Transmutation 40%

Specialization 0%


Specialization Archetype Affinity

Conjuration 80%

Manipulation 80%

Transmutation 60%

Emission 60%

Enhancement 40%


Zetsu[edit]

At 3rd level, you have learned how to hide your aura from others. Activating Zetsu is a Bonus Action, giving you advantage on Stealth checks. While Zetsu is active, you cannot be detected by any magical means, and you cannot spend any Nen Points. Spending Nen Points will immediately end Zetsu.

At 6th level, you gained experience hiding your presence, so the first attack roll you make while in zetsu will be an opportunity attack and will deal double damage.

You can end Zetsu as a Bonus action. Activating Ren or Ten while Zetsu is active will cause Zetsu to end.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Unarmored Movement[edit]

Starting at 4th level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +10 ft. This bonus increases to +15ft at 9th, +20ft at 13th, +25ft at 18th, and +30ft at 20th levels.


Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.


Proper Nen Technique[edit]

At 5th level you gain access to the following techniques using Nen: Gyo En Ko Ken Ryo In


You may also choose to expend Nen in one of the following ways: Create invisible Nen writing (1 Nen point for each sentence written.)


Expel Nen to launch yourself or an object you are carrying (1 Nen point for each additional +5ft you move)

Create a sensory effect such as Prestidigitation, Minor illusion, or Thaumaturgy. (2 Nen Points for each effect emulated)


At 15th level you choose 2 from these to improve, with the improvements listed at the 15th level feature.


Evasion[edit]

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Extended Control[edit]

At 6th level, your control over the use of nen allows you to exceed your mental and physical control. When you are hit by an attack, you may spend 2 Nen Points as a reaction to half the damage or spend 7 to do so without spending your reaction. At 10th level, you may spend 5 Nen Points to gain advantage on single saving throw as a reaction. In addition, you unarmed strikes count as magical for overcoming resistance.


Endurance[edit]

At 7th level, while your body is covered with ten, you can speed up your body’s natural healing function. You can expend 7 Nen Points as an action to heal yourself or another person, causing them to regain 1d8 + your Constitution modifier hit points. This healing increases to 2d8 + Constitution modifier at 12th level, and 3d8 + Constitution modifier at 15th level.


Rising Aura[edit]

At 10th level, your aura has become astonishing, and will show itself by surrounding your body. While you have at least half or more of your maximum aura points, your aura will grant you +10 movement speed and give you disadvantage in Stealth saving throws. You may choose if you want your aura visibly surrounding you or not, at will.


Advanced Technique[edit]

Starting at 15th level, you gain 2 advanced techniques from the following:


  • Gyo - you focus your Aura into your eyes as a bonus action for 3 Nen Points. You are able to see invisible objects and magical manifestations. This lasts for 1 minute and you must maintain concentration.
  • In - you hide your aura without completely stopping it as a bonus action for 3 Nen Points. You cannot be detected by magical means, and any ranged nen attacks you make have advantage for 1 minute or until you lose concentration.
  • En - you generate a sphere of aura a bonus action for 3 Nen Points or more. This sphere has a radius equal to twice the Nen Points spend ft. You are aware of the locations of any creatures within this sphere for 1 minute or until you lose concentration. At 18th level if you chose this skill a second time, all the creatures inside the En area must make a Wisdom Saving Throw, on a sucess their presence is revealed and they cannot make opportunity attacks, on a failure they become frightened and are stunned for 5d4 turns.
  • Shu - you coat an object you are holding in aura. When you make a melee weapon attack, you may spend 2 Nen Points to increase its damage die by 1 size (i.e. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8). At 18th level if you chose this skill a second time, you can now make a rising aura coat an object for 4 Nen Points, which increases not only the damage dice by 1 size, but the dice itself once. (i.e. 1d4 -> 2d6 -> 3d8 -> 4d10 -> 5d12 -> 7d6 -> 8d8)
  • Ko - you concentrate your aura into one part of your body, cutting the flow to anywhere else. When you make a melee weapon or unarmed attack, you may spend 2 Nen Points to increase its damage die by 2 sizes, but all attacks against you deal twice as much damage until the beginning of your next turn.
  • Ken - you concentrate aura in all directions. As an action for 5 Nen Points, you cannot move and all damage you take is halved until the beginning of your next turn.
  • Ryo - you balance the concentration of aura used in Ko and Ken. When you make a melee weapon attack, you may spend 4 Nen Points to make its damage unable to be reduced, even from immunity.


At 18th level you have become an experienced nen user, so now you can choose 2 more advanced techniques from the list. Some advanced techniques can be enhanced by forgoing one of your choices.


Nen Mastery[edit]

Beginning at 20th level, during combat or when you roll for initiative and have less than a quarter of your maximum Nen Points, you regain +5d6 Nen Points. After using Nen mastery, you must complete a long rest to regain use of this feature.


Post Mortem Nen[edit]

At 20th level, you are bound with your nen beyond life itself. If you would die while possessing at least 1 Nen Point, you may return to life 1 minute later. Upon doing so your maximum hp is reduced to half its original amount, however your maximum amount of Nen Points become doubled, and your AC increases by 3. This ability can only be activated once.


Archetypes[edit]

Lightning Transmuter Archetype[edit]

Lightning Acclimation

Beginning at 3rd Level, the lightning running through your veins keeps you quick on your feet. While you have at least 5 Nen Points, your movement speed increases by +10 ft. and you gain a +5 bonus to your initiative. You gain resistance to lightning damage, and immunity to lightning damage you deal. Your unarmed strikes deal lightning damage while you have at least 1 Nen Point remaining.

As an action for 2 Nen Points, you may create a small blast of electricity. Every creature in a 15 ft. radius originating from you must attempt a Constitution saving throw. On a failure, they take 2d8 lightning damage.

Lightning Enhancement

Beginning at 5th level, your ability to control lightning around your body enables you to push yourself above your limits allowing you to make an additional unarmed strike as a bonus action whenever you take the Attack action on your turn while you have at least 1 Nen Point. Additionally, when you make a ranged or thrown attack, you may spend 6 Nen Points to convert it into a nen attack by imbuing it with lightning. On a hit, it deals an additional 4d8 lightning damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, taking no damage on a success.

Lightning Intensity

Beginning at 8th level, when you deal lightning damage, you may spend 3 Nen Points to treat immunity as resistance, and ignore resistance. As an action for 4 Nen Points, you may release a powerful arc of electricity. Each creature caught within a 30 ft. cone originating from you must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.

Lightning Mode

At 9th level, as a bonus action for 16 Nen points, you can turn your very aura into electricity and run it through your body, making themselves more reactive to danger for 1 minute. Any attacks that rely on sight against you have disadvantage, you gain an additional action on each of your turns, and any creatures that touch you or hit you with a melee attack take 1d6 lightning damage. As part of a melee attack for 2 Aura Points while this is active, you may deal an additional 1d8 Lightning Damage. You may do so up to your nen attack bonus times on a single attack.


As an action for 9 Nen Points, you may throw a bolt of lightning. Each creature in a 100 ft. line must attempt a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Godspeed (Kanmaru)

At 14th level, you can cast Godspeed; the precipice of a lightning transmuter's ability to use nen, heightening your focus on outputting a high amount of aura and keeping it on the body, expanding the size, reactivity, and intensity of it.

As a bonus action while Lightning Mode is active. Your movement speed is quadrupled, you gain an additional action on each of your turns, a +3 bonus to AC and Dexterity saving throws, and you gain immunity to lightning damage and effects that force you move move against your will. You must spend 4 Nen Points at the end of each of your turns to maintain this effect.

As a bonus action, you may focus your aura to embody the form of lightning, doubling your movement speed. While this effect is active, you must only travel in a straight line, you may only change directions at the beginning of each of your turns (once every 6 seconds), and you may not spend your action, bonus action, or reaction to directly deal damage (i.e. you may use Godspeed, but not Lightning Intensity's lightning arc).

Additionally, as an action for 12 Nen Points, you may create a massive arc of lightning. One creature within 150 ft. of you, and up to 3 creatures within 30 ft. of the initial target, must make a Dexterity saving throw. Creature takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Whirlwind (Kanmaru)

At 17th level, you have mastered Godspeed and you have gained Whirlwind. You must spend 1 Nen Point at the end of each of your turns to maintain Godspeed. As an action for 40 Nen Points, you may force all your aura into your palms, firing a huge explosion of lightning. One creature within 300 ft. must attempt a Dexterity saving throw. On a failure, they take 15d10 + 10 lightning damage and are paralyzed until your next turn. On a success, they take half as much damage and are not Paralyzed.

Transmuter Variant Archetype[edit]

Nen String

At 3rd level, you can spend 1 Nen Point as a bonus action to create a sharp string out of your aura. Your unarmed strikes gain an additional 5 feet of reach and deals 1d6 + your proficiency modifier slashing damage. This lasts for 1 minute. For every 2 additional Nen Points spent, you may grant your string a +1 bonus to damage rolls and an additional 5 ft. of reach. At 6th level, you can spend 2 Nen points when you make an attack with your nen string to stitch the target's wounds, causing them to regain hit points equal to the damage it would have dealt.

Bouncy Gum

At 3rd level, while Nen String is active, you can spend 2 Nen points to cause it to become stretchy, sticky and purple until Nen String ends. As a bonus action, you may move to any open space within your string's reach, and you may grapple creatures of any size within your Nen String's reach.

Additionally, you can spend 2 Nen Points as a reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your Nen User level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Nen point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet.

Nen Arm

At 5th level, as an action for 6 Nen Points, you may create an arm made of Nen that lasts for 1 minute. This arm is invisible, can pass through nonmagical objects, and has a reach equal to your own + 5 ft if you attack with this arm it does half the damage of your unarmed strikes but it has advantage on attacks because it is invisible (this can be canceled if someone can see invisible things an example is the spell see invisibility).

Zoldyck’s Exploding Orbs

At 8th level, you can spend 15 Nen Points as an action to create one orb in your hand. On your next hit with a melee attack, the target must attempt a Dexterity saving throw. On a failure, they take an additional 3d6 fire damage. On a success, they take half as much damage. You can spend an additional 15 Nen Points to summon a second orb in your other hand, causing this feature to deal 6d6 fire damage instead.

Dragon Rain

At 9th level, you can spend 20 Nen Points as an action to make thousands of beams fall from the sky. Every creature within an 80 ft. radius must make a Dexterity saving throw. On a failure, they take 5d6 radiant damage. On a success, they take half.

Avenging Sun

At 14th level, you spend 30 Nen Points as an action while below half your maximum hit points to launch a sun-like nen orb at one creature within 30 ft. that must attempt a Dexterity saving throw. On a failure, they take fire damage equal to your maximum hit points minus your current hit points. On a success, they take half as much damage (rounded up). You may use this twice, regaining all uses at the end of a long rest.

Godspeed

At 17th level, you have master the power of lighting. You gain the following abilities, can only benefit from one at a time.

  • Godspeed - As a bonus action for 15 Nen Points, your movement speed is quadrupled, you gain an additional action on each of your turns, a +3 bonus to AC and Dexterity saving throws, and you gain immunity to lightning damage and effects that force you move against your will. You must spend 4 Nen Points at the end of each of your turns to maintain this effect.
  • Lightning Reaction - As a bonus action for 15 Nen Points, you may focus your aura to embody the form of lightning, doubling your movement speed. While this effect is active, you can not deal damage except with Unarmed strikes. As a reaction when a creature makes an attack against you, you can make a DC 18 Dexterity saving throw. If you succeed, you dodge their attack and they take 2d6 lighting damage. On a failure, the attack hits you. You must spend 4 Nen Points at the end of each of your turns to maintain this effect.


Nen Enhancer Archetype[edit]

Enhancer Acclimation

Beginning at 3rd level, your enhancer abilities grant you the ability to passively increase physical abilities. Your passive Perception increases by +3 and your unarmed strikes also get a +1 to damage rolls while you have at least 3 Nen Points.

Extra Attack

Starting at 5th level, you can push yourself beyond your normal limits and attack three instead of twice whenever you take the attack action on your turn while you have at least 3 Nen Points. The number of attacks increases to four when you reach 11th level.

Rock, Paper, Scissors

Beginning at 8th level, you may enhance your fists to make either a Rock, Paper, or Scissors attack.

  • Paper - as an action for 5 Nen Points, you release a long-range blast of aura from your fist. You make a nen attack with disadvantage against one creature within 30 ft. of you. On a failure, they take 4d8 force damage.
  • Scissors - as an action for 4 Nen points or a bonus action for 7 Nen Points, you create two long blades of aura as extensions of your index and middle finger. You make a nen attack against one creature within 15 ft. of you. On a failure, they take 4d8 piercing damage.
  • Rock - as an action, you focus your aura into one massive punch. Make a nen attack against a creature within 5 ft. of you. On a hit, you deal your unarmed strike + 1d10 bludgeoning damage for every 5 Nen Points expended up to a number of d10 equal to your nen attack bonus.
Healing Factor

Beginning at 9th level, due to your ability to increase the efficiency of certain parts of your body, you can also multiply the efficiency of your body’s ability to heal itself. As a bonus action for 8 Nen Points, you may heal 3d10 + your nen user level hit points. You may not use this feature during Limited Transformation as your body is already at its limit to massively increase your physical capabilities.

Limited Transformation

Beginning at 14th level, as an action for 30 Nen Points, you become a much older, much more powerful version of yourself for 1 minute. During this transformation, Rock, Paper, Scissors no longer costs Nen Points, you gain a +3 bonus to your AC, and your movement speed increases by +10 ft. You become unconscious but are stable for 5 minutes as well as being reverted to your original form at the end of this duration. You cannot recast Limited Transformation until the end of your next 3 long rests as the effects require you to drain your life force to such an extent that your body cannot handle.

Limited Transformation Mastery

Beginning at 17th level, Limited Transformation costs 20 Nen Points to use, and no longer makes you unconscious once it ends.

Enhancer Variant Archetype[edit]

Enhancer Acclimation

Beginning at 3rd level, your enhancer abilities grant you the ability to passively increase physical abilities. Your passive Perception increases by +3 and your unarmed strikes also get a +1 to damage rolls while you have at least 3 Nen Points.

Nen Projectiles

At 3rd level, you spend 2 Nen Points as an action to throw any object shorter than 3 ft. at a bullet's speed. One creature within 40 ft. must make a Dexterity saving throw. On a failure, they take 1d6 bludgeoning damage. You may use this feature multiple times on a single action, but each projectile costs 2 Nen Points and you cannot fire more than twice your proficiency bonus of objects.

Rock, Paper, Scissors

Beginning at 5th level, you may enhance your fists to make either a Rock, Paper, or Scissors attack.

  • Paper - as an action for 5 Nen Points, you release a long-range blast of aura from your fist. You make a nen attack with disadvantage against one creature within 30 ft. of you. On a failure, they take 3d8 force damage.
  • Scissors - as an action for 4 Nen points or a bonus action for 7 Nen Points, you create two long blades of aura as extensions of your index and middle finger. You make a nen attack against one creature within 15 ft. of you. On a failure, they take 4d8 piercing damage.
  • Rock - as an action, you focus your aura into one massive punch. Make a nen attack against a creature within 5 ft. of you. On a hit, you deal 1d10 bludgeoning damage for every 2 Nen Points expended up to a number of d10 equal to your nen attack bonus.
Yukako’s Hair

At 8th level, as an action for 20 Nen points, you may wrap your whole body in hair for 1 minute. While you are wrapped in your hair, your ability scores gain a +3 bonus (this can go over 20) and your unarmed strikes deal slashing damage. When this feature ends, you gain 3 levels of exhaustion.

Seed of life

At 9th level, as an action for 15 or more Nen points, you may cause yourself and any creatures touching you to regain 3d6 + any additional Nen points spent, of Hit Points.

The Big Bang Impact

At 14th level, as an action for 25 Nen points, you may make a punch of sheer destruction. One creature within your reach must make a Dexterity saving throw. On a failure, they take 5d8 bludgeoning damage. On a success, they take half as much damage. If the target a higher speed than you, they have advantage in the saving throw.

Limited Transformation

Beginning at 17th level, as an action for 40 Nen Points, you become a much older, much more powerful version of yourself for 1 minute. During this transformation, Paper and Scissors no longer costs Aura Points and Rock costs half as much, you gain a +3 bonus to your AC, and your movement speed increases by +10 ft. You become unconscious but are stable for 5 minutes as well as being reverted to your original form at the end of this duration. You cannot recast Limited Transformation until the end of your next 3 long rests as the effects require you to drain your life force to such an extent that your body cannot handle.


Kurta Conjurer Archetype[edit]

Beyond the normal abilities of a nen conjurer, you have been blessed with the crimson eyes of the Kurta clan, a trait as coveted as it is feared.

Crimson Eyes

Beginning at 3rd level, while you are below 1/3 of your maximum hit points, get extremely angry, or if you are aware of a hostile creature with a CR at least 2 higher than your level, your eyes glow crimson red. You gain darkvision for 60 ft., a +1 bonus to your Strength, Dexterity, Constitution and Wisdom scores, and your movement speed increases by +10 ft. This lasts for 1 minute, after which you must finish a long rest before using this feature again.

Chains

Starting at 5th level, you can conjure various chains from your fingertips. These chains may be used in a variety of ways:

  • Dowsing Chain - as a bonus action for 3 Nen Points, your unarmed strikes gain +5 ft. of reach and may be made as nen attacks, and you are aware of whether or not one creature of your choice is lying until the end of your next turn.
  • Chain Jail - as an action for 5 Nen Points, you make a nen attack against a creature within 45 ft. of you. On a hit, they are restrained for 1 minute. You must make this attack as a bonus action without spending Nen Points on each of your turns to maintain this effect.
  • Steal Chain - as an action for 8 Nen Points, you make a nen attack against a creature within 45 feet of you. On a hit, they take 1d4 + your Constitution modifier piercing damage, and you gain 1 feature that costs a currency to use (i.e. spell slots, ki). Features that cost ki cost 3 times as many Nen Points. Features that cost spell slots cost an appropriate number Nen Points to the spell slot level when, when using One currency system rates. Features that cost psi points cost x1.5 as many Nen Points, rounded up. Features that use chakra points cost 2/3 as many Nen Points. Any features gained with Steal Chain have disadvantage to hit, or creatures have advantage on its saving throw.
Emperor Time

Beginning at 8th level, you may temporarily gain complete access to your stolen abilities. While your crimson eyes are active, you may spend 2 Nen Points at the beginning of each of your turns to negate the negative effects of using a feature stolen by Steal Chain. Doing so also reduces your maximum and current hit points by 2d6 at the end of each of your turns.

Holy Chain

Beginning at 9th level, you may use one of your chains to heal a creature. As a bonus action for 5 Nen Points, you may heal a creature within 30 ft. of you for 3d8 + your Constitution modifier hit points.

Mastered Crimson Eyes

Beginning at 14th level, you may activate crimson eyes as a bonus action for 3 Nen Points without fulfilling the activation criteria. While activated in this manner, you must spend 2 Nen Points at the end of each of your turns to maintain this effect. You may use this feature even if you have no uses of Crimson Eyes remaining. While your crimson eyes are active by either feature, you gain darkvision for 120 ft., a +2 bonus to your Strength, Dexterity, Constitution and Wisdom scores, and your movement speed increases by +20 ft.

Judgement Chain

Beginning at 17th level, you may execute a creature using one of your chains. When you hit a creature with an unarmed strike, you may wrap a chain around the target's heart for 24 hours. As an action for 32 Nen Points, you may command the chain to pierce their heart. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the Effect of this feature at a time. You can remove the chain without using an action.


Conjurer Archetype(Variation)[edit]

Clown Weaponry

Beginning at 3rd level, you can spend 5 Nen points as an action to create a Tiny talking clown that occupies your space and immediately rolls 1d10. Depending on the number rolled, you gain one of the following weapons, each of which has a special effect that only applies to the rolled weapon. You are proficient with and may use your Dexterity modifier for attack and damage rolls with any of these weapons. When you roll a number, you can’t roll again before a short or long rest.

1.Sniper Rifle. You can spend 1 Nen point when you make an attack with this weapon to double the attack's range but halve its damage.

2.Scythe. You can spend 5 Nen points as an action to use "Silent Air". All objects within a 15 ft. radius of you are cut in half. Creatures within range must make a Dexterity saving throw. On a failure, they take 3d6 slashing damage. On a success, they take half as much damage. You may spend an additional 2 Nen Points to increase the range of this by 5 feet, to a max of 45 feet.

3.Mace. You can spend 5 Nen Points when you make an attack with this weapon to double the attack's damage but grant its attack roll disadvantage. At 6th level, you can spend 10 additional Nen Points to also give your opponent disadvantage on any non-magical weapon they are using on a hit.

4.Musket. You can spend 5 Nen Points as a bonus action to make this weapon not require bullets and remove its loading property for 1 minute.

5.Bladed Gauntlet. You can spend 5 Nen Points when you make an attack with this weapon to add your unarmed strike damage to the weapon's damage and make all damage dealt by this attack be considered magical to overcome resistance.

6.Katana. You can spend 10 Nen Points as a bonus action to gain a +2 bonus to your AC against attacks from creatures within 10ft of you for 1 minute. You may increase this radius by 5ft for every 5 additional Nen Points spent.

7.Spiked Greatclub. You can spend 2 Nen Points as a bonus action to make the club shoot 4 spikes at up to 4 targets within 15 ft. These projectiles deal 1d6 piercing damage on a hit. After using this feature, the club deals half damage until the end of your next turn.

8.Flail. You can spend 5 Nen Points as a bonus action to embed the flail's spikes into the ground for 1 minute or until you do the following. As a reaction when you take damage, all creatures with in a 30ft radius of you must make a Dexterity saving throw as the spikes rise from the ground. On a failure, they take 1d8 piercing damage.

9.Saber. You can spend 5 Nen Points as a bonus action to grant your Saber the ability to go through objects until the end of your turn, ignoring cover and forcing creatures hit by an attack with it to make a Constitution saving throw. On a failure, they take 1d6 slashing damage and gain 1 level of exhaustion as one of their internal organs is cut (when using this ability you can only make your target get to level 3 of exhaustion after that they stop gaining levels of exhaustion levels).

10.Handaxe. You can spend 1 Nen Point as a bonus action to roll 1d10, gaining the special effect of the weapon from this feature rolled. At 6th level, you can spend 5 Nen Points as an action to swap this handaxe with a weapon being wielded by one creature you can see.

Chains

Starting at 5th level, you can conjure various chains from your fingertips. These chains may be used in a variety of ways:

  • Dowsing Chain - as a bonus action for 3 Nen Points, your unarmed strikes gain +5 ft. of reach and may be made as nen attacks, and you are aware of whether or not one creature of your choice is lying until the end of your next turn.
  • Chain Jail - as an action for 5 Nen Points, you make a nen attack against a creature within 45 ft. of you. On a hit, they are restrained for 1 minute. You must make this attack as a bonus action without spending Nen Points on each of your turns to maintain this effect.
  • Steal Chain - as an action for 5 Nen Points, you make a nen attack against a creature within 45 feet of you. On a hit, they take 1d4 + your Constitution modifier piercing damage, and you gain 1 feature that costs a currency to use (i.e. spell slots, ki). Features that cost ki cost 3 times as many Nen Points. Features that cost spell slots cost 5 times as many Nen Points as their level. Features that cost psi points cost x1.5 as many Nen Points, rounded up. Features that use chakra points cost 2/3 as many Nen Points. Any features gained with Steal Chain have disadvantage to hit, or creatures have advantage on its saving throw.
Texture Fools

At 5th level, you can spend 8 Nen Points as an action to make a piece of paper of any size look like a texture you’ve seen before. You can spend 1 Nen Point as a bonus action to make this paper stick to something until a magical force would cause it to separate or a creature with this feature touching it chooses for it to separate.

Truth Seeking Missiles

At 8th level, you can spend 10 Nen Points as an action to create missiles from your back. Choose one creature within 30ft and ask a question. If they lie or don’t answer to the question, your missiles are launched at them, forcing them to make a Dexterity saving throw. On a failure, the missile explodes and 1d6 centipedes grow in their head until greater restoration is cast on them, or they answer a question of yours truthfully for every centipede in their head. Every time a centipeded creature disobeys you, they take 2d8 piercing damage for each centipede in them. On a success, they take 1d6 fire damage and the centipedes don't grow.

The Dead Man’s Rose

At 9th level, you can spend 15 Nen Points as an action. The next time you touch a creature and say “Bomber”, a bomb is stuck to them. A creature with a bomb stuck to them automatically knows how this feature works. If they don’t touch you within 4 rounds and say “I caught the bomber”, they take 6d6 fire damage and the timer resets as the bomb explodes, decreasing by 1 round each explosion.

Telemansion

At 14th level, you can spend 10 Nen Points as an action to teleport to a pocket dimension that is the size of a mansion. Within this dimension is a door that a creature may interact with as an action to teleport anywhere are 60ft of where they teleported into the pocket dimension from.

Exsanguination

Beginning at 17th level, as an action for 50 Nen Points you may summon a large pseudo-organic vacuum and force all creatures of your choice with less than their maximum hit points within a 60 foot cone to make Constitution saving throw as the vacuum forcibly sucks the blood and vital fluids out of their wounds. On a failure they take 10d10 necrotic damage and gain 3 levels of exhaustion. On a success, they take half damage and gain one level of exhaustion. Creatures that fail this saving throw with less than 50 hit points immediately drop to 0 hp. Undead and constructs take force damage instead of necrotic from this effect, as the vacuum dislodges internal structures in their non-living body as their fluids are drained.


Emitter Archetype[edit]

Supernatural Perception

At 3rd level, as a bonus action for 1 Nen Point, you gain a +5 bonus to Perception checks and your Passive Perception until the end of your next turn. You may spend 2 additional Nen Points to also gain advantage on perception rolls.

Finger Guns

At 3th level, you may focus your aura into your fingers, firing a bullet of energy from your fingertip. You may make an attack with your finger guns for 2 Nen Points. This attack has a range of 60/120, benefits from the Extra Attack feature and it deals damage equal to your unarmed strikes. At 8th level you can spend an extra 5 Nen Points to double the damage of one of your Finger Guns' attacks. You can use this effect multiple times in a single action, so long as you pay the additional cost.

Aura Terrain

At 3rd level, you can spend 6 Nen Points as an action to push your Aura out 80ft, causing the area to become difficult terrain to other creatures.

Teleporting Hit

At 5th level, you can spend 3 Nen Points when you make a melee attack, you may open a portal to the target. The attack's reach increases by 10ft, and you force the target to attempt Dexterity saving throw instead of making an attack roll. On a failure, the target takes the damage of the attack. On a success, the target takes half as much damage.

Aura Shock

At 5th level, as an action for 9 Nen Points, you may shoot a burst of aura at a creature within 30ft. The target must make a Wisdom saving throw. On a success, they get pushed back 15ft. On a failure, they are stunned until the end of your next turn and are pushed back 15 ft.

Nen Arrow

At 8th level, as an action for 5 Nen Points, you may to shoot an arrow made of nen anywhere within 60ft as a nen attack. On a hit, it deals 1d6 magical piercing damage in addition to one of the following:

  • Fire Arrow: You can spend 2 extra Nen Points to cover your nen arrow in fire. On a hit, the target takes an additional 2d6 fire damage and must make a Constitution saving throw. On a failure, they take an additional 1d6 fire damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
  • Ice Arrow: You can spend 2 extra Nen Points to cover your nen arrow in ice. On a hit, the target takes an additional 2d6 cold damage and must make a Strength saving throw. On a failure, they are frozen for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
  • Lightning Arrow: You can spend 2 extra Nen Points to cover your nen arrow in lightning. This feature's range is doubled. On a hit, the target take an additional 2d6 lightning damage and must make a Constitution saving throw. On a failure, they are paralyzed until the beginning of your next turn.
Air Children

At 9th level, you may cast Summon Beast without material components for 5 Aura Points to make an air minion. These air minions can make unarmed strikes that are equal to your own.

Bankruptcy

At 14th level, as a bonus action for 18 Nen Points, your next successful unarmed strike against a creature binds a sentient nen construct known as the Amortizing Power Redirector (APR). Once APR is bound, choose one way they can deal damage. This damage source gains a +2 bonus to damage rolls. At the end of the target's third turn, APR becomes a cat-like demon indicating the target's nen Bankruptcy, and they can no longer use the targeted damage source for the next 24 hours, or until you end this feature as a bonus action. You may reduce how long it takes for Bankruptcy to occur by 1 turn for every 9 additional Nen Points spent. You may only have 1 creature affected by this feature at a time.

Aura Ball

At 17th level, as a bonus action for 50 Nen Points, you may create a Red Ball made of explosive nen. As an action while you are holding your Red Ball, you may force one target within 60 ft. to attempt a Dexterity saving throw. On a failure, they take 10d12 bludgeoning damage. On a success, they take half as much damage.

Manipulator Archetype[edit]

Arm Rifle

At 3rd level, as a bonus action for 5 Nen Points, you can turn one of your arms into a rifle for 1 minute, or until you end this effect as a bonus action. This rifle uses the statistics of a magnum revolver, but does not require ammunition to use.

Object Tattoo

At 3rd level, as a bonus action for 1 Nen Point, one object that is 1 cubic foot or smaller becomes a tattoo on your body. You may end this effect, causing the object to appear on top of where the tattoo was, as a bonus action.

King Me

At 5th level, as an action, you create up to five clones. The clones have the Nen Points spent creating them (minimum 5), and when they take damage they lose half as many Nen Points instead of hit points. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their Nen Points, you dismiss them at will, or you fall unconscious. If the clone still has Nen Points when it dissipates, you regain any remaining Nen Points from the clone.

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting you when the clone is created carry over to the clone.
  • A clone carries a copy of all your equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences, and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
  • Each clone is 1.5 ft. tall with a size category of Tiny. Their size category increases by 1 for every 5 additional Nen Points spent to a maximum of your current size category.
Paper Spy

At 5th level, as an action for 5 Nen Point, you may attach a piece of paper to one creature you can touch. They must attempt a Wisdom saving throw. On a failure, the paper is attached for 1 hour. You can hear anything being said within the vicinity of a creature with an attached paper. You may spend 2 additional Nen Points to increase this duration by 1 minute. If a creature discovers the paper with a successful Perception check, they may remove it as a bonus action.

Hypnotic Fear

At 8th level, as a bonus action for 6 Nen Points, your next successful unarmed strike against a creature forces the target to attempt a Wisdom saving throw. On a failure, the needles enter their brain, causing them to become frightened until the end of your next turn. If a creature is affected by this feature and takes damage, they take an additional 2d8 psychic damage.

Needle Disguise

At 8th level, you can stick needles into your body, casting alter self, but with visible needles in your face, and taking 1d4+1 piercing damage. This lasts until at least 1 needle is removed. If you spend 2 Nen points, you can cast alter self without using your needles, but this only last for 1 minute, and you can only do this twice, regaining all uses at the end of a short or long rest.

Needle People

At 9th level, as an action for 5 Nen Points, you may throw needles at one creature within 60 feet. The target must attempt a Constitution saving throw. On a success, they take 2d8 piercing damage. On a failure, they are charmed until the end of your next turn. You can spend an additional 10 Nen Points when using this ability to, on a failure, put the creature under the spell dominate person until the end of their next turn instead of charming them.

Many Purple

At 14th level, as an action for 10 Nen Points, you may exhale smoke, casting Summon Beast as a 6th level spell. The smoke soldiers created by this have to be air, and they are resistant to any non magical damage. You can also spend 2 additional Nen Points to change the appearance of your smoke soldiers so long as their size category does not change. You may spend 5 Nen Points to increase this feature spell level by 1.

Autopilot

At 17th level, as an action for 30 Nen Points, you may stick a needle into yourself. Your Nen points are tripled, as is any damage you deal. When you stick the needle in you, you give orders to yourself. This effect will not end until the order is complete or you fall unconscious. When you do this, you have no memories of what you did while you were under this feature control. The orders you can do are as follows:

  • Eliminate

You choose one creature you can see. You must move toward and deal as much damage to the creature, and all attack against this creature have advantage. This ends if you can no longer detect the target.

  • Escape

Your movement speed is doubled and you become frightened of any hostile creature you can sense. This ends if you are at least 200 ft. away from any hostile creatures you can detect.

  • Defend

You choose one creature you can see to protect. If you choose a creature that isn’t you, roll 1d4 every time they take would damage. On a 4 you block all the damage, taking it yourself as the target takes none. On any other roll you take half of the damage, as the target takes the remainder. You gain a +3 bonus to their AC, and you gain 50 temporary hit points at the end of each of your turns that you start with less than 50 temporary hit points. This last for four rounds.


Specialization Archetype[edit]

Tail Needle

At 3rd level, you can spend 1 Nen Point as a bonus action to have a tail for 1 minute. On a hit with an unarmed strike, you may make an additional unarmed strike using this tail against the same target immediately after as a bonus action dealing magical piercing damage instead of bludgeoning. At 6th level, on a hit with this attack, you may force the target to attempt a Constitution saving throw for 2 Nen Points, becoming poisoned for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Ability Stealer

At 3th level, as an action for 15 Nen Points, one creature you can touch must make a Wisdom saving throw. On a failure, you gain one feature that they have that you’ve seen. If it is a spell, you may cast it for six times as many Nen Points, and they use your Nen attack modifier and save DC. If the chosen feature relies on other features, you must take the relied on features first. You may have a number of features gained this way equal to your Intelligence modifier (minimum 1), and you lose 1 feature if your choice at the end of each hour. At 9th level, you can spend an extra 5 Nen Points to cause the creature to be unable to use the stolen feature until you lose it. If this is done on a feature that is relied on by another feature, they may instead lose access to the reliant feature.

Right Duplication

At 5rd level, as an action for 2 Nen Points, one object that is smaller than a 6 ft cube that you are touching with your right hand is duplicated. Your duplicate disappears after 1 hours while the item is still there you can detect exactly were your duplicate is. At 15th level, the duplicate disappears in 2 hours.

Perfect Invisible

At 8th level, as an action for 7 Nen Points, you may cast invisibility on yourself. At 15th level, you can spend 18 Nen Points to activate Perfect Plan. When you do this, you and any creature you are touching while you are holding your breath is effected by greater invisibility for a maximum of 3 rounds. You can only use Perfect Plan twice, regaining all uses at the end of a short or long rest.

Rage Beam

At 9th level, as an action for 5 Nen Points, you may focus a huge blast of red energy. You must maintain concentration on this feature. At the beginning of your next turn if you did not lose concentration, every creature within a 30-foot radius must make a Dexterity saving throw. On a failure, they take 4d10 fire damage and are on fire, taking 3d8 fire damage on the beginning of each of their turns. This lasts until you spend an action putting out the flames or enter a space with wet terrain. On a success, they take half as much damage. You may spend 10 additional Nen Points to deal an additional 2d10 fire damage on the initial save.

Doctor's Cure

At 14th level, as an action for 12 Nen Points during a short rest, one creature you can touch regains all of their hit points or spell slots. You cannot do this to yourself, and cannot spend hit die and only regain Nen Points up to half of your maximum amount on short rests you spend doing this.

Ultimate Special Ability

At 17th, you gain one of the following features based on your alignment:

  • Ability Devour: If you have an alignment of Chaotic Evil, Lawful Evil, or Neutral Evil, you can spend 30 Nen Points as an action to completely consume one dead creature you can touch. You gain 1 of their features, as per Ability Stealer. You may have a number of features permanently gained this way equal to your Intelligence modifier (minimum 1), and you lose 1 feature of your choice each time you gain 1 above this limit.
  • Golden Monk: If you have any other alignment, you can spend 60 Nen Points as an action to cloak yourself in the image of a great golden monk. For one minute, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times, your unarmed strikes get a +3 to attack and damage, your size becomes Gargantuan, and you may pass through openings as small as your original size without squeezing.


Optional Rules[edit]

*Custom Archetype Features Rule*[edit]

Due to the nature of the nen user class and its dependency on training and experimentation, this optional rule allows you to make a unique Hatsu or Archetype feature, at your DM's discretion. Using this optional rule requires the use of a One Currency System to maintain balance in combat encounters. This rule breaks down the relative effect or each 3rd, 5th, 8th, 9th, 14 and 17th level feature of a custom archetype into 3 main types. The 2 types being: Active and Passive. This rule also serves as a guideline for damages dealt by, conditions caused, and related 5e spells of each archetype.

Passive features are similar to martial class features, such as Dueling Style or Indominable will. Features that can be activated limitedly and in no way deal damage or disable opponents in combat. 

Active features are any Feature that requires an action and Aura points to use.

Damages are associated with the top of the nen affinity chart, becoming smaller damage die grades as you move down the chart. Ranges are also associated by how close the affinity is with the Emitter archetype.


Damage, cost and range formulae

Calculating a base # of damage dice for a feature is equal to the level of spell slot the feature is equivalent to.

To have a feature that can pay more Nen for added dice or add dice to base, the additional cost is equal to half the dice' max value Nen, for each dice added.


Nen Point cost is as follows:


A+ZY Nen Points


Where A is the base cost of the spell slot equivalent in aura points, Z is equal to the number of additional times you've increased its cost and Y is equal to 1/2 the highest possible roll on the archetypes' damage die.


Calculating range for an effect is as follows:


X+Zft


where Z= Y(X/2)


and it's cost:

X+Y Nen Points


Where X is equal to the base range/cost of an archetype, Z is equal to the number of times the range was increased, and Y is equal to 1/5 the additional range in Nen Points. The additional Range that can be added must be 1/2 the base range of an Archetypes' cost.


All features may have an additional cost to increase Range, or additional cost to add dice. Features that have touch range gain an additional base dice of damage.

Effects that use a base range and a base damage, but not any options to increase either, gain the option to pay 1/2 its cost to add either double damage, double range, or grant advantage on the attack roll or disadvantage on the saving throw it causes.


These effects can be applied to each feature above 3rd level, cannot have multiple features with the same option and only one optional effect can be added to each feature, being chosen when the feature is made. The only exception is the 17th level feature. Features that have a range and effect, but no damage, can pay 1/2 cost to grant saving throws disadvantage once, or have double its Archetypes' base range.


Enhancer Custom Archetype
  • deals xd10s for base damage rolls
  • base range of effects is 30ft
  • damage is typically magical bludgeoning, and Thunder

Effects that can be caused, but not limited to: Increasing AC. Increasing HP. Increasing movement speed. Increasing Damage reduction. Increasing Damage of melee nen attacks. Grapple. Prone. Darkvision.


Enhancers resemble the 5e Spell School: Abjuration


Emitter Custom Archetype
  • deals xd8 for base damage rolls
  • base range of effects is 60ft
  • damage is typically magical piercing/bludgeoning/slashing

Effects that can be caused, but not limited to: Restrained Condition. Extended attack range. Stunned. Push/Pull.


Emitters resemble 5e long range Spells.


Transmutation Custom Archetype
  • deals xd8 for base damage rolls
  • base range of effects is 15ft
  • damage can be of any type

Effects that can be caused but not limited to: Paralyzed. Blinded. Deafened. Poisoned. Frozen. Petrified. Haste.


Transmuters resemble the 5e Spell Schools: Evocation, and Transmutation.


Manipulator Custom Archetype
  • deals xd6 for base damage rolls
  • base range of effects is 30ft
  • damage is typically psychic

Effects that can be caused but not limited to: Charmed. Frightened. Slowed. Exhausted. Berserk.


Manipulators resemble the 5e Spell Schools: Enchantment, Divination, and Illusion.


Conjurer Custom Archetype
  • deals xd6 for base damage rolls
  • base range is touch
  • damage is typically magical piercing/bludgeoning/slashing

Effects that can be caused but not limited to: Creating constructs. Creating magical items.


Conjurers resemble the 5e Spell Schools: Conjuration, Necromancy, and Abjuration


Specialist Custom Archetype
  • deals xdx for base damage rolls
  • base range of effects is 15ft
  • damage is atypical, such as bypassing immunities or resistances

Effects that can be caused are any other effect not directly listed already, such as: Additional actions in combat, additional resistances or features from other classes.


Specialists resemble all 5e Spell Schools.


*Custom Archetype Rubric*[edit]

All Features built using this rubric require an Action to perform, so long as there is a damage or condition caused by a saving throw or attack roll. Any utility or passive features can be a Bonus Action to use instead, such as features improving movement speed or skill modifiers.


At 3rd level, you gain an equivalent to a Cantrip Spell

Typically 1 dice of damage, which increases to 3 by the 20th level, and a narrative alternate effect. An example would be a feature with the effects of Eldritch Blast and Mage hand. This feature does not gain the option to increase range or damage die.


At 5th level, you gain an equivalent to a 1st or 2nd level Spell

Typically 1-2 dice of damage and a related effect. Max cost being x2 of additional cost to base.


At 8th level, you gain an equivalent to a 3rd, 4th 5th level Spell

Typically 3-5 dice of damage with either a related effect or an increase to 1 higher damage die grade by the 20th level. Max cost being x3 of additional cost to base.


At 9th level, you gain an equivalent to a 6th level Spell or a combat mode that costs aura every turn and grants a benefit to select modifiers.

Typically 6 dice of damage with an effect. Max cost being double its base cost.


You gain an equivalent to 7th level Spells or a Sorcerer Meta Magic effect on 2 previous features.

Base cost typically starting at 15 aura points, base damage being 7 dice of damage and containing 2 optional cost increase effects. Max cost being double your Nen user level.


At 17th level, you gain an equivalent to 9th level spells or a Mystic Arcanum.

Base cost is typically 35 Nen Points or higher. No Maximum cost. This effect can encompass 3 archetypes as long at either base damage die is from the chosen archetype, the effects are, or its base range is. This can have 2 effects and an alternate, lower costing, narrative form.


*Nen Construct Rule*[edit]

This rule is intended for Nen Archetype features that use the Conjurer Archetype. Using Conjurer Nen features will often create an item, construct, weapon, barrier or terrain effects. For these made, each of them share your stats and AC. The attack modifier of your weapons is also equal to your Nen attack modifier when used by any creature other than you.


The following is a method of applying HP to the construct in question:


(AX+3Y)5 HP rounded up to the next whole number


Where A is the Conjurer Archetype Affinity percentage as a decimal, X is the base cost of the effect and Y is the spell slot level relative to the feature level.


The base range of conjurer constructs, such as a Wall, is:


(5XY) ft


Or if over an area


5((Y+X)/2)π^2 ft


Where Y is the spell slot level relative to the feature level, and X is the base cost of the feature.


*Mixing Archetypes Rule*[edit]

You can build an effect for any level feature you obtain in this archetype, which encompasses 2 or more archetypes. Doing so allows you to use a range or damage die of one archetype, while also using an effect of another, for example. One Archetype must be your chosen Archetype.

When you mix 3 archetypes, the base cost of the features, rounded up is:


X((1-A)+(1-B))+X


To Mix 2 Archetypes together: X(1-A)+X


Where X is the base cost of that level's feature (or spell slot equivalent), A is the % of one of the Archetypes you are mixing as a decimal (.8=80%), and B is the other archetype percentage. You cannot add more than 3 archetypes together and this formula does not apply when you are only using one archetype to build a feature. You may only mix 2 archetypes up to the 14 level Feature.

*Combat Mode Features*[edit]

Some features may enhance some aspect of combat, with an initial Nen Points cost and an Upkeep cost each turn, and rarer still are feature that requires this "mode" to be active. This rule is to help build such features.

Base cost of a mode feature is no different than any other but the upkeep cost can be paid at either the beginning or end of each turn, the cost being at least 2 Nen Points.


For each effect the cost of upkeep increases as follows:


Temp HP: 5x(Nen user level) once on cast, costs +3 Nen Points for Upkeep

Modifier improvements: increase is always equal to prof bonus with half that added to each round upkeep. Or half the bonus for only +1 Nen Point on upkeep.

Speed improvement: +10ftx+2nen for base cost. Regardless of initial cost the upkeep always increases by +2 Nen Points.


Ability score improvement: one ability score may be increased, while combat Mode is active, by 2 for a +1 Nen Points each upkeep, or 2 scores may be increased by 2 for +4 Nen upkeep. This can exceed 20 on ability scores.

Advantage/disadvantage (must require a condition to grant): upkeep will always be +2 Nen Points however the effect is added to a single action/feature type that the mode is intended to benefit. Such as a single attack or to grant benefits to the Help Action while the feature is active.

Additional dice: The base cost increases by however many dice you add to the base level of the feature, and by 1/2 the maximum damage value for the dice of that Nen Archetype.


For Combat modes damage dice start at 1/2 the normal Nen Archetype feature amount.



*Nen Contracts Rule*[edit]

In some cases, in order to enhance archetypes not typically suited for battle, one may place a self rule on a nen ability you possess. When using this optional rule, you add any of the following to a nen ability. However you can only add one effect to any given archetype feature. All contracts cause you to loose access to the contracted feature for Xd4 Days, where X is equal to the Nen Point cost of the feature, if you use the ability without fulfilling the condition. When doing this, you only lose access to the feature after it has been used.


Blood Contract

Condition- When using your ability, you must sacrifice 1/2Xd4 HP. Where X is the Nen Point cost of the feature. Round up after calculation.

Benefit- Damage die grade increase by two stages.


Limited Contract

Condition- choose a single creature type. That creature type is the only one that can be targeted by your feature effects.

Benefit- your feature now does double damage or has it's DC raised by your proficiency modifier again.


Forced Condition

Condition- You may only target a creature suffering from a chosen condition such as Grappled. You may also use this effect by having the feature require use of a weapon to use.

Benefit- your attack modifier or damage modifier increase by half your nen user level rounded down. If the feature causes a creature to make a saving throw, that saving throw can be with advantage or with disadvantage.


Build-up Condition

Condition- you choose a feature that requires an Action to perform and use it as a Full-turn Action instead. This also causes the feature to require concentration.

Benefit- you may double the base damage die of an attack for each full turn you spend concentrating.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the nen user class, you must meet these prerequisites: 13 Dexterity, 13 Constitution

Proficiencies. When you are multiclassing into the nen user class, you gain the following proficiencies: Finesse Weapons


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