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. 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; emitters, who are able to detach their nen; conjurer's, who create objects with their nen; manipulators, who control objects 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
Aura Points Features
1st +2 0 Spellcasting, Unarmored Defense
2nd +2 5+your constitution modifier Nen
3rd +2 10+your constitution modifier Cunning Action, Archetype
4th +2 15+your constitution modifier Ability Score Improvement, Unarmored Movement
5th +3 20+your constitution modifier Archetype Feature, Extra Attack
6th +3 25+your constitution modifier Evasion, Extended Control
7th +3 30+your constitution modifier Endurance
8th +3 35+your constitution modifier Ability Score Improvement, Archetype Feature
9th +4 40+your constitution modifier Archetype Feature, Unarmored Movement Improvement
10th +4 45+your constitution modifier Extended Control Improvement
11th +4 50+your constitution modifier Archetype Feature
12th +4 55+your constitution modifier Ability Score Improvement, Endurance Improvement
13th +5 60+your constitution modifier Unarmored Movement Improvement
14th +5 65+your constitution modifier Archetype Feature
15th +5 70+your constitution modifier Advanced Gyo,Endurance Improvement
16th +5 75+your constitution modifier Ability Score Improvement
17th +6 80+your constitution modifier Archetype Feature
18th +6 85+your constitution modifier Unarmored Movement Improvement
19th +6 90+your constitution modifier Ability Score Improvement
20th +6 95+your constitution modifier Nen Mastery, Unarmored Movement Improvement

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, and 1d10 at 17th 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.

Nen[edit]

Beginning at 2nd level, you gain the ability to use nen. Your nen is represented by your amount of Aura Points which the maximum is determined by your nen user level. You must spend aura points in order to fuel various features. Running out of Aura Points results in your life force being drained further than your limitations causing you to take Xd4 damage with the X being aura points you expend at 0. As a nen user, you can convert your aura create various effects. You regain all of your Aura 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.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of you turns in combat. This action can be used only to take the dash, disengage, or hide actions.

Archetype[edit]

At the 3rd level, you chose an archetype. Choose between lightning transmuter, and nen enhancer, and other and they will be at the end of the class description. Your choice grants you features at 3rd, and again at 5th, 8th, 9th, 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. With certain Archetypes you can learn certain Archetypes better than others.

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

60%: You can learn up to 9th level abilities of the other Archetype.

40%: You can learn up to 8th level abilities of the other Archetype.

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

Transmutation Archetype: Enhancement 80% Conjuration 80% Emission 60% Manipulation 40% Specialization 0%

Enhancement Archetype: Transmutation 80% Emission 80% Conjuration 60% Manipulation 60% Specialization 0%

Conjuration Archetype: Transmutation 80% Enhancement 60% Manipulation 60% Emission 40% Specialization 0%

Emission Archetype: Enhancement 80% Manipulation 80% Transmutation 60% Conjuration 40% Specialization 0%

Manipulation Archetype: Emission 80% Enhancement 60% Conjuration 60% Transmutation 40% Specialization 0%

Specialization Archetype: Conjuration 80% Manipulation 80% Transmutation 60% Emission 60% Enhancement 40%

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 15 at 9th, 20 at 13th, 25 at 18th, and 30 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 10th level in this class and to four when you reach 15th level in this class.

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 Aura Point as a reaction to halve the damage, or spend 7 to do so without spending your reaction. At 10th level, you may spend 5 Aura Points to gain advantage on single saving throw as a reaction.

Endurance[edit]

At 7th level, You can covering your body with your Ten allows you to speed up your body’s natural healing function. Beginning at 7th level, you can expend 7 Aura 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

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 Aura 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 Aura Points. You can not 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 Aura Points. This sphere has a radius equal to twice the Aura Points spend ft. You are aware of the locations of any creatures within this sphere for 1 minute or until you lose concentration.
  • Shu - you coat an object you are holding in aura. When you make a melee weapon attack, you may spend 2 Aura Points to increase its damage die by 1 size (i.e. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8).
  • Ko - you concentrate your aura into one part of your body, cutting the flow to anywhere else. When you make a melee weapon attack, you may spend 2 Aura 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 Aura Points, you can not 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 Aura Points to make its damage unable to be reduced, even from immunity.

Nen Mastery[edit]

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

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 Aura 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 Aura Point remaining.

As an action for 2 Aura 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. On a success, they take half as much.

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 attack twice, instead of once, whenever you take the Attack action on your turn while you have at least 1 Aura Point. Additionally, when you make a ranged or thrown attack, you may spend 6 Aura 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, or half as much damage on a successful one.

Lightning Intensity

Beginning at 8th level, when you deal lightning damage, you may spend 3 Aura Points to treat immunity as resistance, and ignore resistance. As an action for 4 Aura 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 12 Aura 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 Aura 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 Aura 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 Aura 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 Aura Point at the end of each of your turns to maintain Godspeed. As an action for 40 Aura 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 Aura 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 Aura Points spent, you may grant your string a +1 bonus to damage rolls or an additional 5 ft. of reach. At 6th level, you can spend 2 Aura 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 Aura 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 Aura 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 Aura 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 a

Nen Arm

At 5th level, as an action for 6 Aura 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.

Zoldyck’s Exploding Orbs

At 8th level, you can spend 15 Aura 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 3d6 fire damage. On a success, they take half as much damage. You can spend an additional 15 Aura 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 Aura 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 Aura 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 and Whirlwind

At 17th level, you have master the power of lighting. You have three forms, as listed at the end of this feature description. You may only benefit from one of the following at a time. You gain one of the following automatically, and may change which of the following you benefit from for 5 Aura Points.

  • Godspeed - As a bonus action, 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 Aura Points at the end of each of your turns to maintain this effect.
  • Whirlwind - As an action for 40 Aura 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.
  • Lightning Reaction - 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 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 3d6 lighting damage. On a failure, the attack hits you, but they take 2d4 lighting damage.

Nen Enhancer Archetype[edit]

Enhancement is the ability to use aura to increase the natural abilities of an object or one's own body. Therefore, enhancers can greatly increase their physical attack and defense and are best suited for close-range melee combat.

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 +3 in attack and damage while you have at least 3 Aura 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 Aura 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 Aura 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 Aura points or a bonus action for 7 Aura 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 4 Aura 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 Aura 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 Aura Points, you become a much older, much more powerful version of yourself for 1 minute. During this transformation, Rock, Paper, Scissors no longer costs Aura 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 Aura 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 +3 in attack and damage while you have at least 3 Aura Points.

Nen Projectiles

At 3rd level, you spend 2 Aura 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 Aura points.

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 Aura 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 Aura points or a bonus action for 7 Aura 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 Aura 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 Aura 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 Aura points, you may cause yourself and any creatures touching you to regain 3d6 + any Aura points spent above 15 hit points.

The Big Banger

At 14th level, as an action for 25 Aura 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 Aura 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 Aura 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 Aura 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 Aura Points on each of your turns to maintain this effect.
  • Steal Chain - as an action for 5 Aura 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 Aura Points. Features that cost spell slots cost 5 times as many Aura Points as their level. Features that cost psi points cost x1.5 as many Aura Points, rounded up. Features that use chakra points cost 2/3 as many Aura 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 Aura 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 reduced your remaining lifespan by 6 hours per round.

Holy Chain

Beginning at 9th level, you may use one of your chains to heal a creature. As a bonus action for 5 Aura 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 2 Aura Points without fulfilling the activation criteria. While activated in this manner, you must spend 2 Aura 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 30 Aura 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 of Weapons

Beginning at 3rd level, you can spend 5 Aura 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. When you roll a number, you can’t roll again before a short or long rest.

1.Sniper Rifle. You can spend 1 Aura 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 Aura points as an action to use "Silent Air". All objects within a 60 ft. radius of you is 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.

3.Mace. You can spend 5 Aura 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 Aura points to also give your opponent disadvantage on any non-magical weapon they are using on a hit.

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

5.Gauntlet, Weaponized. You can spend 5 Aura 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 Aura 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 Aura points spent.

7.Spiked Greatclub. You can spend 2 Aura 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 Aura 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 Aura points as a bonus action to grant your Saber the ability to go though 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.

10.Handaxe. You can spend 1 Aura 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 Aura 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 Aura 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 Aura 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 Aura Points on each of your turns to maintain this effect.
  • Steal Chain - as an action for 5 Aura 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 Aura Points. Features that cost spell slots cost 5 times as many Aura Points as their level. Features that cost psi points cost x1.5 as many Aura Points, rounded up. Features that use chakra points cost 2/3 as many Aura 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 10 Aura 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 Aura 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 13 Aura 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 explode and centipedes grow in their head until greater restoration is cast on them. Every time a centipeded creature disobeys you, they take 2d8 piercing damage. On a success, they take 3d6 fire damage.

The Dead Man’s Rose

At 9th level, you can spend 15 Aura 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.

Telemantion

At 14th level, you can spend 10 Aura 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.

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 45 Aura 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.

Emitter Archetype[edit]

Supernatural Perception

At 3rd level, as a bonus action for 1 Aura 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 Aura 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 1 Aura Point. This attack has a range of 60/120, and it deals damage equal to your unarmed strikes. At 8th level you can spend an extra 5 Aura points to double the damage of you Finger Guns.

Aura Terrain

At 3rd level, you can spend 6 Aura 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 Aura 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 Aura 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 Aura 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 Aura 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 Aura 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 Aura 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 10 Aura 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 10 additional Aura 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 40 Aura 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 Aura 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 Aura Point, one object that is 1 cubic inch 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 Aura Points spent creating them (minimum 5), and when they take damage they lose half as many Aura 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 Aura Points, you dismiss them at will, or you fall unconscious. If the clone still has Aura Points when it dissipates, you regain any remaining Aura 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 Aura Points spent to a maximum of your current size category.
Paper Spy

At 5th level, as an action for 5 Aura 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 Aura 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 Aura Points, your next successful unarmed strike against a creature forces the target to attempt a Wisdom saving throw. On a success, you stick nen needles into their body, causing them to take an extra 1d8 piercing damage. 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 Aura 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 Aura 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, you cast dominate person on them.

Many Purple

At 14th level, as an action for 6 Aura 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 1 additional Aura Point to change the appearance of your smoke soldiers so long as their size category does not change. You may spend 3 Aura Points to increase this feature spell level by 1.

Autopilot

At 17th level, as an action for 30 Aura Points, you may stick a needle into yourself. Your Aura 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. You take the damage divided by the result, and the target takes the remaining damage. 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 Aura 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 Aura 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.

Right Duplication

At 3rd level, as an action for 2 Aura Point 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. At 15th level, the duplicate disappears in 2 hours.

Perfect Invisible

At 5th level, as an action for 5 Aura Points, you may cast invisibility on yourself. At 15th level, you can spend 15 Aura 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 8th level, as an action for 5 Aura 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. On a success, they take half as much damage. You may spend 10 additional Aura Points to deal an additional 2d10 fire damage.

Doctor's Cure

At 9th level, as an action for 12 Aura Points during a short rest, one creature you can touch regains all of their hit points or spell slots.

Ability Stealer

At 14th level, as an action for 15 Aura 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 Aura 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 17th level, you can spend an extra 5 Aura 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.

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 Aura 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 gained this way equal to your Intelligence modifier (minimum 1), and you lose 1 feature if your choice each time you gain 1 above this limit.
  • Golden Monk: If you have an alignment of Chaotic Neutral, Chaotic Good, Lawful Good, or Neutral Good, you can spend 60 Aura Points as an action to cloak yourself in the image of a great golden monk. Until the beginning of your next turn, 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 and your unarmed strikes get a +3 to attack and damage, your unarmed strikes count as magical for the sake of overcoming resistances, your size becomes Gargantuan, and you may pass through openings as small as your original size without squeezing.
  • Exploding Hands: If you have an alignment of Neutral or Lawful Neutral, you can spend 40 Aura Points to activate Exploding Hands, when you do this two tattoos will summon on your hands one will be a sun the other will be a moon if you put your hands together a giant explosion will happen and everyone within a 100ft cube radius have to make a Dexterity saving throw if they fail they take 12d10 fire damage if they succeed they take half. If you activate Exploding Hands and you touch someone with the sun and moon the person you touch has to make a Wisdom saving throw if they succeed nothing happens if they fail the marks go on to them and you can detonate the marks at anytime, when you detonate the marks everyone with in a 60ft cube radius has to make a Dexterity saving throw if they fail they take 10d10 fire damage if they succeed they take half.

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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