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View Full Version : D&D 5e/Next Manifestation (A new 5e 3/4th's caster class)



mcumoric
2021-10-26, 01:14 PM
Manifestation

A young man runs from a horde of orcs, clearly in fear. As the Orcs draw closer the man’s eyes glow as a divine spirit takes over it’s host, suppressing his fear.

Manifestations are people being controlled or corrupted by a divine spirit, perhaps due to a bloodline curse, or due to themselves working to obtain it.
They are different from warlocks in the way that their “patron” isn’t an external near-godly force, but inhabits their mind, body and/or soul, growing stronger with them.
More-often then not Manifestations are just regular people, often not even realizing they have supernatural abilities, as sometimes Manifestations do not remember when their spirit takes over. Often times, their spirit is extremely benevolent or malevolent in nature, which may be completely different from their host. It isn't uncommon for a loud-mouthed drunk to immediately become joyful upon the start of combat, or idiotic cowards becoming evil masterminds upon turning.

HP:
Hit dice. 1d6 per level.
Hp at level 6 + Constitution modifier.
Hp at later levels. 1d6 (4) + constitution modifier.

Proficiencies
Armor: Light armor, shields.
Weapons: Simple weapons.
Tools: One artisan's tools of your choice.
Saving throws: Charisma, Wisdom.
Skills: Choose any 2.

Level - Proficiency bonus - Spirit uses - Class features.
1st - +2- 4 - Take control, Manifested spirit.
2nd - +2 - 4 - Base style.
3rd - +2 - 4 - Vengeful spirit.
4th - +2 - 4 - Ability score increase.
5th - +3 - 6 - Base style feature.
6th - +3 - 6 - Manifested spirit feature.
7th - +3 - 6 - Restful spirit.
8th - +3 - 6 - Ability score increase.
9th - +4 - 8 - Base style feature.
10th - +4 - 8 - [-]
11th - +4 - 8 - Manifested spirit feature.
12th - +4 - 8 - Ability score increase.
13th - +5 - 10 - [-]
14th - +5 - 10 - Malicious curse.
15th - +5 - 10 - [-]
16th - +5 - 10 - Ability score increase.
17th - +6 - 12 - Base style feature.
18th - +6 - 12 - [-]
19th - +6 - 12 - Ability score increase.
20th - +6 - 12 - Manifested spirit feature.


Level - Proficiency bonus - Maximum spell level - Cantrips known - 1st slots - 2nd slots - 3rd slots - 4th slots - 5th slots - 6th slots, 7th slots.
1st - +2 - 1st - 3 - 2
2nd - +2 - 1st - 3 - 3
3rd - +2 - 1st - 3 - 3
4th - +2 - 2nd - 4 - 4 - 2
5th - +3 - 2nd - 4 - 4 - 3
6th - +3 - 2nd - 4 - 4 - 3
7th - +3 - 3rd - 4 - 4 - 3 - 2
8th - +3 - 3rd - 4 - 4 - 3 - 3
9th - +4 - 3rd - 4 - 4 - 3 - 3
10th - +4 - 4th - 4 - 4 - 3 - 3 - 1
11th - +4 - 4th - 5 - 4 - 3 - 3 - 2
12th - +4 - 4th - 5 - 4 - 3 - 3 - 2
13th - +5 - 5th - 5 - 4 - 3 - 3 - 2 - 1
14th - +5 - 5th - 5 - 4 - 3 - 3 - 2 - 1
15th - +5 - 5th - 5 - 4 - 3 - 3 - 2 - 2
16th - +5 - 6th - 5 - 4 - 3 - 3 - 2 - 2 - 1
17th - +6 - 6th - 5 - 4 - 3 - 3 - 2 - 2 - 1
18th - +6 - 6th - 5 - 4 - 3 - 3 - 2 - 2 - 2
19th - +6 - 7th - 5 - 4 - 3 - 3 - 2 - 2 - 2 - 1
20th - +6 - 7th - 5 - 4 - 3 - 3 - 2 - 2 - 2 - 1

Take control. While Manifestations appear as your everyday person, most often indistinguishable from a commoner, a spirit inhabits their body. When under stress, the spirit can take control over its host, making the decisions instead of them.
You can unleash this “Spirit” as either a bonus action, or when you begin combat. When you do this, if you are affected by the frightened or charmed conditions, they immediately end. For the next minute you gain the following benefits;

-Your armor class increases by your charisma modifier.
-You gain the ability to cast spells from the sorcerer spell list using the following rules;
-You use your charisma modifier as your spellcasting modifier.
-You learn 3 cantrips from the sorcerer spell list.
-You begin with 2 spells of your choice, and gain an additional 2 each time you level up, each of which must be equal or less than the maximum level you can cast at.

You may not activate your spirit, unless you are either in an initiative roll, you take damage, or otherwise stated by a class feature.
You may have your spirit take control a number of times equal to twice your proficiency bonus, before needing to take a long rest.

Manifested spirit. Your body is inhabited by some kind of spirit.
Choose between the following spirit types;

Ancestral

Bloodline ward
Starting at the 1st level, when you use your “take control” ability, you gain temporary hit points equal to (your level in this class x 5), you lose these temporary hit points when you shed your spirit. Temporary hit points lost cannot be regained until you finish a short rest, even if you manifest your spirit again (you may still regain left over temporary hit points if you reactivate your spirit).

Divine soul
Starting at the 6th level, your divinity increases drastically. You gain proficiency in constitution saving throws, also, once per turn, whenever you cast a spell of 1st level or higher while a friendly creature is a target, you can also heal 1d6 + your spellcasting modifier hit points from them (unless they are a construct or undead).

Determination
Starting at the 11th level, once per turn, you may re-roll a damage roll for a weapon attack or spell if you do not like the outcome. You must use the new roll regardless of the outcome.

Guardian angel
Starting at the 20th level, once, before needing to take a long rest, when you unleash your spirit, a spectral angel appears above you;
The angel is completely intangible, and wields either a bow, lance, or staff (your choice when you summon them);

-If they wield a bow, they make a weapon attack using your spellcasting modifier immediately after your turn, dealing 2d8 + your spellcasting modifier radiant damage to a creature within 150 feet of you on a hit.

-If they wield a lance, a hostile creature that starts their turn within 5 feet of you takes 2d12 radiant damage and must make a constitution saving throw against your spell save dc, on a fail, being blinded until the start of your next turn.

-If they wield the staff, at the end of each of your turns, all creatures within 30ft of you regain 2d8 + your spellcasting modifier hit points, unless they are undead or a construct.


Alterego

The Hyde to Jeckle
Starting at the 1st level, you may activate your spirit, even while not in combat, using an action. When you do this, your alignment changes to any alignment of your choice, and you can add your proficiency bonus to one of the following skill checks, even if you already have proficiency in it; Deception, Persuasion, Intimidation, Performance. When you shed your spirit, you lose all memories of your alter-ego. When you “Shift” your appearance becomes unrecognisable from your true form, however your race, gender and weight remains unchanged. In addition, you can spend longer than 1 minute in this form as long as you keep concentration (as per spell rules). You may spend a maximum of hours in this form equal to half your total class level.

Masterful manipulator
Starting at the 6th level, you gain a certain influence over people that they can't always determine. As an action you can attempt to corrupt a creature’s mind, as long as they can see or hear you. The target must make a wisdom saving throw against your spell save dc, which on a fail, they gain the charmed condition. If a creature you are associated with, or you attack them, they immediately must repeat the saving throw. A creature that succeeds the saving throw is immune to this feature for the next 24 hours. You may use this feature a number of times equal to half your proficiency bonus before needing to take a short or long rest.

Madman
Starting at the 11th level, when you activate your spirit, the first attack you make counts as a critical hit as long as it hits.

Twisted mind
Starting at the 20th level, once, before needing to take a long rest, when you activate your spirit, you mind becomes unreadable, and your word, undeniable.
Anyone who hears your speech while in this form, must make a wisdom saving throw against your spell save dc, which on a fail they immediately believe anything you say (regardless of how nonsensical it is) for 30 seconds (or 5 rounds). On a success they take 1d4 psychic damage. In addition, your mind cannot be read by magic, if a creature attempts to read your mind, they take 8d8 psychic damage and waste the spell slot or use of the ability.

Elemental epithet

Elemental being
Starting at the 1st level, when you enter your spirit form, you gain resistance to fire, cold, thunder and lightning damage.

Metamorphic emissary
Starting at the 6th level, as an action, you can polymorph yourself (as per the polymorph spell) into a fire, air, water or earth elemental of cr 5 (mm pg 124-125). The difference is that your hit points remain unchanged (ie, you don’t gain any temporary hit points), however, you are knocked out of this form once you reach 0 hit points, or 10 minutes pass. You may use this feature twice before needing to take a long rest.

Soul of 4
Starting at the 11th level, when you activate your spirit, you deal an additional 1 fire, cold, thunder and lightning damage whenever you deal damage with a spell. In addition, your spells ignore resistance (but not immunity) to fire, cold, thunder and lightning damage.

Primeval force
Starting at the 20th level, once, before needing to take a long rest, when you activate your spirit from, you can polymorph into a elder elemental. You gain 200 temporary hit points, and you gain all of the features of either a Elder tempest (MTOF pg 200), Leviathan (MTOF pg 198), Phoenix (MTOF pg 199) or a Zaratan (MTOF pg 201). You however do net gain any resistances or immunities to bludgeoning, piercing and slashing damage or legendary actions. When your 200 temporary hit points are reduced to 0, or 10 minutes pass, your form returns to normal.

Undead

Corrupted soul
Starting at the 1st level, when your activate your spirit, your creature type changes to undead if it wasn’t already, meaning you can’t benefit from most healing magic, and you gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.

Syphon life
Starting at the 6th level, when you reduce a creature to 0 hit points with a weapon attack or spell, you gain 5 temporary hit points. If the creature is a humanoid, you may spend a spell slot to raise them as an undead zombie under your control. You may have a number of zombies under your control equal to your proficiency bonus. They take their turns immediately after yours and require no actions to command.

Essence of the dead
Starting at the 11th level, you are already dead in a way. When you make a death saving throw, you regain 1 hit point on a 16-20 rather than just on a 20. You are also unaffected by exhaustion if you have between 1 and 3 levels, however you suffer it’s effects once you reach level 4 and on. In addition to the prior, when you use your syphon life ability, you can forgo gaining temporary hit points to regain 5 hit points from a pool of hit points equal to (your level x 5).

Soul consumer
Starting at the 20th level, once, before needing to take a long rest, when you enter your spirit form, you can shed your mortal body and become a singularity of anti-life. Any living creature (Ie; not an undead or construct) of your choice standing within 60 feet of you at the beginning of each of your turns, takes 2d8 necrotic damage and is pulled 5 feet towards you. A living creature trying to move away from you has to spend 15 feet for every 5 feet of movement they make. As an action you can lash a creature within 10 feet of you with anti-life energy, dealing 4d4 force damage + your spellcasting modifier. A creature reduced to 0 hit points in this aura, causes your current and maximum hit points to each increase by 5 until your next long rest.


Base style
Starting at the 2nd level, you gain a preferred style of fighting while not in spirit form;

-Weapon master. You have trained in the martial arts; You gain proficiency in martial weapons, and your maximum hit points increase by an amount equal to twice your level.

Starting at the 5th level, when you make a weapon attack as an action, you may make 1 additional attack.

Starting at the 9th level, when you make a weapon attack, you land a critical hit on a 19-20, rather than just a 20.

Starting at the 17th level, when you cast a cantrip as an action you may immediately make 2 weapon attacks as a bonus action.

-Caster. You may cast spells from your spell list, even while not in your spirit form. When you take a short rest, you may spend 2 hit dice to regain a spell slot of 1st, or 2nd level when you reach level 4.

Starting at the 5th level, choose 2 first level spells from any spell list adding them to your known spells, you may cast either without spending a spell slot once before needing to take a long rest.

Starting at the 9th level, when you are dealt damage by a cantrip or spell, the damage roll is reduced by 3.

Starting at the 17th level, choose 2 spells of 1st level that you can cast. You may cast both at will in your spirit form without spending a spell slot.

Vengeful spirit
Starting at the 3rd level, when you take damage, your spirit lashes out angrily. You may cast the hex spell as a reaction to taking damage from a spell or weapon attack made from a creature within the range of the hex spell a number of times equal to half your level before needing to take a long rest. You also add the hex spell to your known spells.

Ability score increases.
When you reach 4th 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. You gain an additional ability score increase at the 8th, 12th, 16th and 19th levels.

Restful spirit
Starting at the 7th level, you regain all uses of your spirit when you finish a short or long rest.

Malicious curse
Starting at the 14th level, you may cast cantrips, even while your spirit is not active. In addition, a creature affected by a hex spell cast by you takes 5 necrotic or radiant damage (your choice) if they deal damage to you with a weapon or spell attack.