Difference between revisions of "The Mana (5e Otherworldly Patron)"

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|author_name=Max7238
 
|author_name=Max7238
 
|date_created=October 31, 2019
 
|date_created=October 31, 2019
|status=Completed, awaiting review
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|status=Reworked November 12th, 2019, awaiting review
 
|editing=
 
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}}[[Summary::Directly receiving power from the stewardess of all magic.
 
}}[[Summary::Directly receiving power from the stewardess of all magic.
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Your Patron is [[The Mana (5e Deity)|The Mana]], an ancient spirit tied to the energy of the world. She bears the mark of Her pact with mortals, but bestows Her power directly upon up to eight individuals at a time. With The Mana as your Patron, you are known as a Living Aspect, or Aspect for short. Below, you will select which Aspect you represent for Her, and you will have had the chosen Aspect's abilities since you were first able to use magic, no matter how young. Regardless of your choice, you will be expected to uphold Her virtues to the best of your ability at all times. Intentionally acting in opposition of these virtues can result in nothing less than death for you, as only one of each Aspect may be alive at any given moment, and if you are not fit to be one, you must be replaced.
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<onlyinclude>
 +
{{5e Subclass Traits
 +
|name=The Mana  
 +
|sorttext=
 +
|class=Warlock
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|classNS=s
 +
|subclassType=Otherworldly Patron
 +
|summary=Directly receiving power from the stewardess of all magic.
  
 +
|trait1name=Expanded Spell List
 +
|trait1desc=The Mana lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  
Each Aspect represents one of Her vices and virtues. Based on your choice, some of your features with this subclass will change for you.
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{{5e Subclass Spells Table
 +
|name=The Mana
 +
|class=Warlock
 +
|spells1={{srd5lc|Magic Missile}}, {{srd5lc|Cure Wounds}}
 +
|spells3={{srd5lc|Detect Thoughts}}, {{srd5lc|Calm Emotions}}
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|spells5={{srd5lc|Clairvoyance}}, {{srd5lc|Sending}}
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|spells7={{srd5lc|Aura of Purity}}, {{srd5lc|Phantasmal Killer}}
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|spells9={{srd5lc|Circle of Power}}, {{srd5lc|Commune}}
 +
}}
 +
|trait2name=Mana's Chosen
 +
|trait2desc=At 1st level, The Mana's bond with magic is shared - in small part - with you. As a result, your body is suffuse with energy and you are able to be sensed by an effect similar to {{SRD5|Detect Magic}} as every school of magic at once. When you complete a long rest, you regain all expended hit dice instead of half. When you finish a short rest and you have more than half your hit dice remaining, you can use hit dice to heal a willing creature you can touch until you have half your hit dice remaining.
  
'''Life''' represents Her vice of fear and Her virtue of bravery. Aspects of Life have historically been capable of healing any wound and saving any life.
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|trait3name=Favor of the Virtuous
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|trait3desc=At 6th level, when you must make a concentration check, you can expend a hit die to automatically succeed the check if the DC is 15 or below. At 14th level, this threshold improves to include concentration checks that have a DC of 19 or below. The Mana has witnessed a veritable Age of Agony, and She will seek to ease your pain when possible.
  
'''Death''' represents Her vice of grief or loss and Her virtue of determination. Aspects of Death are the most in tune with Her, and can speak with the energy of the world, including the recently dead.
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|trait4name=Voice of Magic
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|trait4desc=Starting at 10th level, you can cast {{SRD5|Tongues}} on yourself a number of times equal to your {{SRD5|Charisma}} modifier, and regain expended uses on a long rest. Additionally, you gain the ability to commune with the inanimate to a degree. You can perform a ritual during a short rest. At the end of the rest, you can ask the environment for information, drawing the energy from an object to receive an audible answer. You may ask three questions, and each time must ask something new. If the scene is a struggle, you may ask the blood spilled one question, such as "To whom do you belong." You might also ask the ground, "who has tread upon you." Each time, you receive a truthful answer, but with only as much detail as the GM decides, as perhaps the dirt only knows that soft shoes tread upon it and not to whom they belonged. The wind may witness a murder, but the wind travels swiftly and randomly. Furthrmore, this ability does not work on creatures, living or dead.
  
'''Light''' represents Her vice of pride and Her virtue of cooperation. Aspects of Light are known for illusions, teleportation, and their ability to mirror the spells of their foes.
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|trait5name=Mana Manifestation
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|trait5desc=At 14th level, as an action, you may surrender yourself to The Mana's will if you are below half your maximum hit points. The GM rolls a d100 in secret. On a 1, you are possessed by the Mana but gain 5 levels of {{SRD5|exhaustion}} when this ability ends. On a 2 to 99, you are not exhausted when this ability ends. On a 100, you are not exhausted, but The Mana takes full control of your body and manifests into the world. Once you use this feature, you cannot again until you either complete a long rest or you are no longer exhausted, whichever is longer. If The Mana overtakes you, She will not again within seven days, even if this feature is used again and another 100 is rolled.
  
'''Dark''' represents Her vice of greed and Her virtue of generosity. Aspects of Darkness were once shrouded in mystery, for they had the ability to infuse magic into the world and even themselves.
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If you are possessed by The Mana, for ten minutes you are proficient with all simple and martial weapons, your unarmed strikes and melee weapon attacks deal an additional 10 force damage. You are unaffected by difficult terrain, and you have advantage on saving throws for maintaining concentration, resisting fear or charm, you cannot be possessed by another entity or cursed in any way, and any creature that speaks to you is understood by you while you are understood by all creatures that know a language. Gain temporary hit points equal to half your current hit points upon activating this ability.
  
'''Fire''' represents Her vice of persecution and Her virtue of righteousness. Aspects of Fire gain the most from their own virtue, and grow stronger as they grow closer to Her, often Her greatest warriors.
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If The Mana completely overtakes you, She is a creature as detailed [[The_Mana_(5e_NPC)|here]]. In this event, your body is no longer under your control and you are considered {{SRD5|unconscious}} for ten minutes or until The Mana retreats from your body, whichever is shorter. The Mana is not obligated to follow through on any of your choices or promises, and She may act and make decisions on Her own.
 
 
'''Water''' represents Her vice of willful ignorance and Her virtue of discovery. Aspects of Water, alone, can create and use new spells that they may teach to others.
 
 
 
'''Wind''' represents Her vice of arrogance and Her virtue of equality. Aspects of Wind are known for their ability to fight on even ground with any foe, no matter how fearsome.
 
 
 
'''Earth''' represents Her vice of indulgence or selfishness and Her virtue of love or selflessness. Aspects of Earth grow more powerful when they live solely for the sake of others - especially if it is one individual.
 
 
 
===Expanded Spell List===
 
 
 
{| class="5e" {{#vardefine:odd|0}}
 
|+
 
|-
 
! style="padding-left:0.5em;padding-right:0.5em" | Aspect !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Life || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spare the Dying, Lesser Restoration, Revivify, Mass Heal''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Death || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Speak with animals, Speak with dead, Locate Creature, Divine Word''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Light || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Shield, Blink, Greater Invisibility, Teleport''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Dark || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Identify, Shatter, Fabricate, Clone''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Fire || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Detect Thoughts, Zone of Truth, Death Ward, Tenser s Transformation''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Water || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Heroism, Haste, Death Ward, Sequester''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Wind || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Command, Calm Emotions, Circle of Power, Antimagic Field''
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Earth || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Guidance, Warding Bond, Rary s Telepathic Bond, Telepathy''
 
|}
 
 
 
===Mana's Chosen===
 
 
 
At level 1, once per long rest, you may spend one minute in meditation to regain a single spell slot. This is a 1st level spell slot, and becomes a 2nd level spell slot when you reach 10th level in this class. At 14th level, this meditation can produce up to a 3rd level spell slot.
 
 
 
 
 
===Favor of the Virtuous===
 
 
 
Starting at 6th level, when you must make an ability check, you may substitute another attribute. For example, if you would be poisoned and must make a {{SRD5|Strength}} check, you may choose to make a {{SRD5|Charisma}} save instead. When you do so, The Mana draws upon this new Aspect of yourself to aid you. You may use this ability a number of times equal to half your proficiency bonus, rounded down, and regain expended uses on a long rest.
 
 
 
===True Living Aspect===
 
 
 
Beginning at 10th level, your powers as a Living Aspect of The Mana completely develop. You gain one new ability based on your earlier choice. This new ability matches the Aspect you chose to become. As an optional rule, when you gain this ability, you are also imbued with the virtue of your Aspect, if you did not already exhibit such a trait.
 
 
 
{| class="5e" {{#vardefine:odd|0}}
 
|+
 
|-
 
! style="text-align:left;padding-right:2em" | Aspect
 
! style="text-align:left;padding-right:2em" | Virtue
 
! style="text-align:left;padding-right:2em" | Ability
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Life
 
| style="text-align:left;padding-right:2em" | Bravery
 
| style="text-align:left;padding-right:2em" | When you complete a short rest, your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump during the rest, it instantaneously causes the limb to knit to the stump. You may cast the {{SRD5|Regenerate}} spell on another creature at will with no material requirement once, and regain the ability to do so when you complete a long rest. Additionally, when you are reduced to 0 hit points, instead of rolling a death save you regain 1 hit point and may stand immediately if you so choose, and you must finish a long rest before you do so again.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Death
 
| style="text-align:left;padding-right:2em" | Determination
 
| style="text-align:left;padding-right:2em" | During a short rest, you may call upon the world around you to answer your questions. You may ask a number of questions equal to your {{SRD5|Charisma}} modifier, and each time must ask something new. If the scene is a struggle, you may ask the blood spilled one question, such as "To whom do you belong." You might also ask the ground, "who has tread upon you." Each time, you receive a truthful answer, but with only as much detail as the GM decides, as perhaps the dirt only knows that soft shoes tread upon it and not to whom they belonged. The wind may witness a murder, but the wind travels swiftly and randomly. Furthrmore, this ability does not work on creatures, living or dead.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Light
 
| style="text-align:left;padding-right:2em" | Cooperation
 
| style="text-align:left;padding-right:2em" | When a spell is cast using any verbal, somatic, or material component within 100ft by a creature you can see or hear, you may use your reaction to learn what spell it is and add it to your spell list for the next minute. In order to cast it, you must have the appropriate level of spell slot and be able to see the original caster. If it is 6th level or higher, and you have the corresponding level of Mystic Arcanum, you may expend that ability instead. You cannot cast spells you learn in this way as a ritual.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Dark
 
| style="text-align:left;padding-right:2em" | Generosity
 
| style="text-align:left;padding-right:2em" | Choose a 1st or 2nd level spell which you have a spell slot to cast. Expend the spell slot and infuse your chosen spell into an object for a number of hours equal to your {{SRD5|Charisma}} modifier. You may not activate the spell, but a creature you choose may. When they do so, the spell uses your spellcasting abilities, but is manipulated by whoever activated the object and only recreates the spell's lowest level. After one activation, the magic fades from the object. Once you use this feature, you cannot do so again until you complete a long rest or the object you created has been activated. <!--Choose a spell, from any class list, which you have a spell slot to cast. Expend the spell slot and infuse your chosen spell into an object for a number of days equal to your {{SRD5|Charisma}} modifier. You may not activate the spell, but a creature you choose may. When they do so, the spell uses your spellcasting abilities, but is manipulated by whoever activated the object and only recreates the spell's lowest level. After one activation, the magic fades from the object. Once you use this feature, you cannot do so again until you complete a long rest or the object you created has been activated.-->
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Fire
 
| style="text-align:left;padding-right:2em" | Righteousness
 
| style="text-align:left;padding-right:2em" | You gain strength for each virtue you embody. For each, add +1 to damage you deal with cantrips or weapon attacks. The GM will decide if you sufficiently exhibit the proper traits, and may begin to test each of your virtues with visions or vivid dreams. If you pass a test, but later fall short, you may lose this bonus. As an optional rule, your alignment shifts to Good.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Water
 
| style="text-align:left;padding-right:2em" | Discovery
 
| style="text-align:left;padding-right:2em" | With the help of The Mana, you construct a new spell. Choose a spell you know and can cast, then decide if you will change the damage type or save type. The GM rolls a d100 in secret; on a 49 or below, the change fails and you cannot try again for one week. On a 50 to 75, you successfully change the spell and can cast your new version instead when you would otherwise cast the spell. On a 76 to 100, you may instead teach the spell to an ally over a short rest, provided they have the appropriate spell slot to cast it. The modified spell is added to their spell list and does not count against the number of spells they can know or prepare. Any creature can only know one modified spell from this feature at once.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Wind
 
| style="text-align:left;padding-right:2em" | Equality
 
| style="text-align:left;padding-right:2em" | As an action, you cast {{SRD5|Antimagic Field}} with the following modification: it lasts up to ten minutes, and you are always considered the center of it. Once you use this feature, you must finish a long rest before you do so again.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| style="text-align:left;padding-right:2em" | Earth
 
| style="text-align:left;padding-right:2em" | Selflessness
 
| style="text-align:left;padding-right:2em" | Choose an allied creature to designate as your master. As long as you are within one mile of your master, your movement speed is increased by half (rounded up to the nearest 5ft), you may add your {{SRD5|Charisma}} modifier to attack and damage rolls made with melee weapons you are proficient with, as well as damage rolls of cantrips. If your master is dropped to 0 hit points by an enemy and is in range of this ability, these bonuses are doubled until you finish a long rest. Upon awakening from your long rest after such an event, gain one point of {{SRD5|exhaustion}}.
 
|}
 
 
 
===Mana Manifestation===
 
  
At 14th level, once per long rest, as an action, you may surrender yourself to The Mana's will if you are below half your maximum hit points. The GM rolls a d100 in secret. On a 1, you are possessed by the Mana but gain 5 levels of {{SRD5|exhaustion}} when this ability ends. On a 2 to 99, you are not exhausted when this ability ends. On a 100, you are not exhausted, but The Mana takes full control of your body and manifests into the world.
 
  
If you are possessed by The Mana, for ten minutes you are proficient with all simple and martial weapons, your unarmed strikes and melee weapon attacks cannot deal less than 1d10 + your {{SRD5|Charisma}} modifier. You are unaffected by difficult terrain, and you have advantage on saving throws for maintaining concentration, resisting fear or charm, and you cannot be possessed by another entity or cursed in any way. Gain temporary hit points equal to half your current hit points upon activating this ability.
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This ability manifests as the silhouette of The Mana superimposed over your own visage. She appears semi-transparent to overlap with you, and your eyes glow a bright cyan. This event requires immense power from you, and can be quite the ordeal. If your soul is not strong enough to withstand The Mana's possession, your life will be in great danger.
  
If The Mana completely overtakes you, She is a creature as detailed [[The_Mana_(5e_NPC)|here]]. In this event, your body is no longer under your control and you are considered {{SRD5|unconscious}} for ten minutes or until The Mana retreats from your body, whichever is shorter. The Mana is not obligated to follow through on any of your choices or promises, and She may act and make decisions on Her own.
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|desc=Your Patron is [[The Mana (5e Deity)|The Mana]], an ancient spirit tied to the energy of the world. She has seen fit to bestow a measure of power to you - a connection to magic all your own, through Her. She will watch your progress very closely, seek to nurture your ability to embody Her eight virtues, and eventually grant you the power to overcome a great calamity or change the course of history. She is often laissez faire, and is akin to great old ones in many ways, but Her direct influence may someday be seen through you.
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}}
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</onlyinclude>
  
 
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Author: Max7238 (talk)
Date Created: October 31, 2019
Status: Reworked November 12th, 2019, awaiting review
Editing: Clarity edits only please
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The Mana is a otherworldly patron of the Warlock class.

Your Patron is The Mana, an ancient spirit tied to the energy of the world. She has seen fit to bestow a measure of power to you - a connection to magic all your own, through Her. She will watch your progress very closely, seek to nurture your ability to embody Her eight virtues, and eventually grant you the power to overcome a great calamity or change the course of history. She is often laissez faire, and is akin to great old ones in many ways, but Her direct influence may someday be seen through you.  

Expanded Spell List

The Mana lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Mana Spells

Warlock Level Spells  
1st magic missile, cure wounds 
3rd detect thoughts, calm emotions 
5th clairvoyance, sending 
7th aura of purity, phantasmal killer 
9th circle of power, commune
 

Mana's Chosen

At 1st level, The Mana's bond with magic is shared - in small part - with you. As a result, your body is suffuse with energy and you are able to be sensed by an effect similar to Detect Magic as every school of magic at once. When you complete a long rest, you regain all expended hit dice instead of half. When you finish a short rest and you have more than half your hit dice remaining, you can use hit dice to heal a willing creature you can touch until you have half your hit dice remaining. 

Favor of the Virtuous

At 6th level, when you must make a concentration check, you can expend a hit die to automatically succeed the check if the DC is 15 or below. At 14th level, this threshold improves to include concentration checks that have a DC of 19 or below. The Mana has witnessed a veritable Age of Agony, and She will seek to ease your pain when possible. 

Voice of Magic

Starting at 10th level, you can cast Tongues on yourself a number of times equal to your Charisma modifier, and regain expended uses on a long rest. Additionally, you gain the ability to commune with the inanimate to a degree. You can perform a ritual during a short rest. At the end of the rest, you can ask the environment for information, drawing the energy from an object to receive an audible answer. You may ask three questions, and each time must ask something new. If the scene is a struggle, you may ask the blood spilled one question, such as "To whom do you belong." You might also ask the ground, "who has tread upon you." Each time, you receive a truthful answer, but with only as much detail as the GM decides, as perhaps the dirt only knows that soft shoes tread upon it and not to whom they belonged. The wind may witness a murder, but the wind travels swiftly and randomly. Furthrmore, this ability does not work on creatures, living or dead. 

Mana Manifestation

At 14th level, as an action, you may surrender yourself to The Mana's will if you are below half your maximum hit points. The GM rolls a d100 in secret. On a 1, you are possessed by the Mana but gain 5 levels of exhaustion when this ability ends. On a 2 to 99, you are not exhausted when this ability ends. On a 100, you are not exhausted, but The Mana takes full control of your body and manifests into the world. Once you use this feature, you cannot again until you either complete a long rest or you are no longer exhausted, whichever is longer. If The Mana overtakes you, She will not again within seven days, even if this feature is used again and another 100 is rolled.

If you are possessed by The Mana, for ten minutes you are proficient with all simple and martial weapons, your unarmed strikes and melee weapon attacks deal an additional 10 force damage. You are unaffected by difficult terrain, and you have advantage on saving throws for maintaining concentration, resisting fear or charm, you cannot be possessed by another entity or cursed in any way, and any creature that speaks to you is understood by you while you are understood by all creatures that know a language. Gain temporary hit points equal to half your current hit points upon activating this ability.

If The Mana completely overtakes you, She is a creature as detailed here. In this event, your body is no longer under your control and you are considered unconscious for ten minutes or until The Mana retreats from your body, whichever is shorter. The Mana is not obligated to follow through on any of your choices or promises, and She may act and make decisions on Her own.


This ability manifests as the silhouette of The Mana superimposed over your own visage. She appears semi-transparent to overlap with you, and your eyes glow a bright cyan. This event requires immense power from you, and can be quite the ordeal. If your soul is not strong enough to withstand The Mana's possession, your life will be in great danger.




Back to Main Page5x5eClassesSubclasses

AuthorMax7238 +
Canontrue +
ClassWarlock + and Warlock +
FeaturesExpanded Spell List +, Mana's Chosen +, Favor of the Virtuous +, Voice of Magic + and Mana Manifestation +
Identifier5e Otherworldly Patron +
RatingUndiscussed +
Subclasstrue +
SummaryDirectly receiving power from the stewardess of all magic. +
TitleThe Mana +